lucid's Recent Forum Activity

  • hey, davio, thanks for reporting the crash, i will fix that and add the "is writing" for the next build.

    k, im on my phone so i cant make a cap

    but you call "start edit box", and most of the options explain themselves if you click on them.

    try setting a dash for the blank character to see what it does. choose an initial phrase, and the max number of characters allowed. once you start edit box,

    you should be able to type and erase characters(some cool conditions for this one, too, like"typing attempted on full edit box").

    you will continue to be able to type characters until you call "end edit box" or if you set the option for it in you original call, it can be ended by pressing enter.

    set a sprites position to cursorx,cursory, and you'll understand what it is.

    you can also get the character currently under a cursor, and set the option to "only allow arrow keys" to make a snes style name edit screen where you choose your letters instead of typing them. as of now up and down arrow keys dont work for this. will be fixed in a later build.

    also, if you havent tried it yet. not in edit box, but in regular text, try setting alignment to center or right, and then do write text, with "insert" and then "absolute" . kinda neat

  • <img src="http://files.getdropbox.com/u/1013446/helponforum.PNG">

  • that looks awesome, and the grass movement looks great as well

    it's insane how much this reminds me of secret of mana

  • I love you, too Azu

    Update(v0.2)

    Changelog:

    Bug Fixed:

    • scrolling outside the bounding box while Text is confined to box no longer causes crash

    Changes:

    • Get Edit Box Text is now Get Current Text, to clarify that it returns any type of text currently displayed
    • Default is now "do not confine to box"

    Added:

    • GetPhraseLength Expression

    Thanks to Newt for finding the scroll bug, and also, Newt, I will be adding private variables, as soon as I get some clarification from the devs on the best way to do this.

    Speaking of the sprite I could use a few examples of how to use some of its functions in combination.

    here's your first example

    these tutorials will also be listed in the first post as I add them:

    this is an example of how you can get back to your text info from a normal sprite pick:

    (saved in 99.3)

    word picking example

    here's a more advanced fancy showoff example with "for each character" Picking to demonstrate the power of the Picking and Related Expressions: (davio, this one's for you)

    CircleTrick CAP!

    CircleTrick EXE!

    (must see)

    edit: two new demos:

    Demo1

    Demo2

    the caps for these demos are at the bottom of the original post

  • I thought I saw a #define common ace private variables thing somewhere

    and I assumed it was a single line you could put on the ace table to include private variables and all their basic functions

    but now when I look through objects on the cvs that have private vars i don't see it

    is there such a thing?

  • when i get my project off the ground i'll probably make a resolution changer plugin if it's possible. i'll have a look into the sdk

    if anyone has experience with the problem of differing resolutions, what needs to be taken into account? as in zoom, layer scaling, image sizes, behaviors, etc? assuming you want your game to be identically sized, just with higher or lower res,

    so i can figure out whether its even plausible

  • im at my cel at work so i cant look at your exe, but it sounds like what caused the original object to mess up and behave erratically was object picking. if the original idea looked good, try using the object pairer or groups to fix that. although im not sure if bones were fixed so you can have more than one. also linkman's ik plugin would probably work as well if not better in this situation

  • did they fix the physics behavior so you can use it with other stuff?

  • i like it mad. alot actually

    is this the fast blur youre always talking about?

    if so, is it variable so you can adjust the bluriness level on the fly ?

  • wiz, your style looks kinda familiar, you wouldnt happen to be from thr anime studio/moho boards would you? also, what programs are you using to draw those?

  • if you can think of another way "on last character" should work, i may be able to implement it. i'll rename it so it can be used generally, but the "get edit box text" expression should also return other text

    so you can say, "on last character written" - edit box text ="the one youre watching for"

    also, to separate different phrases, and keep their conditions separate, you can add more bitmapped font object like you do with text boxes and edit boxes. thats actually how its supposed to work. the object keeps track of which sprites belong to it, so you dont have to worry about clearing the sprites from another instance even if you use the same sprite for both.

    also, your letter sprites are still spritescan have private variables as well.

    so if you wanted to have each sprite know where it belongs without having to picking it each time

    on last character written - for each word- set sprite pv 'myWord' to bitmappedtext.currentword

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  • Picking may be an issue for some things tho,

    such as? it really wouldn't be difficult to add pvs, but what issues would you have with picking?

    you can already pick a sprite by another means and get back to the sentence information

    (see original post above)

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lucid

Member since 16 Jan, 2009

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