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  • Burvey - since the project is open you can just load your own images into the main sprite. They should be square and preferably 256x256 pixels.

    I would like to add the ability of importing/drawing your own images on the fly, but we'll see how that goes. I'm currently making another "generator", this time for objects.

  • Hi, all. There are plenty of mega feature suggestions, but I have a simple one - allow random() and choose() in the Initial Value field of Instance variables. Sure, you can do this on creation, etc, but would be simply elegant if there was a way to just have it there. Object gets created and BAM! it has a random value where needed. Could also have a Random option for boolean values. Actually same goes for all the common fields of objects - being able to put random() there and have a random size,angle,speed, whatever at creation would be fantastic and would make event lists much cleaner.

  • Hi, all. I have noticed that when an objects gets scaled to quite a bit smaller than its initial size it suddenly gets a terrible downgrade in visual quality. Here's an example:

    [attachment=1:1cb2nnqe][/attachment:1cb2nnqe]

    On the right we have the original objects at full size (256x256 pixels) and on the left the terrible, jaggy scaled versions. I have set all the scaling options in view to high:

    [attachment=0:1cb2nnqe][/attachment:1cb2nnqe]

    Is there any way around this?

    Also, the 2nd problem is also visible there - the HLS adjustment effect produces some terrible results when near the limit of hue - what causes this, is there a workaround?

  • ametrine - lerp makes sense when used over time - in your case it's used once when the touch happens.

    You need to sort-of chain events - make the tap set in motion a series of events that will make your textbox appear.

    So, the best way is to split anything that needs to happen into steps in your head - then it's easy to split into actions. So instead of thinking "A box fades in" you think "A box appears, for example, above the play area, with opacity of 0, then it moves over to the desired position while fading in - this takes 2 seconds to complete". Now there's a plan!

    You already have the coordinates as variables, now you could add a boolean variable that checks if the dialog box should be moving.

    Then, for example, on tap you spawn a dialog box somewhere offscreen, set it's targetx and targety to where it should appear (you would set the boolean to active by default and opacity to 0 when you edit the object in the editor (to save on actions).

    Now you make a condition like - Is Boolean instance variable set - for your textbox. Move your set position code here - that one from above is good, just replace the 400 with dp - and see how fast it moves - if it's too slow make ti bigger by using dp*2 - or more. If it's too fast make it slower by using, for example dp/2 - or less. Add something similar to your opacity.

    This should work. Then you can add something like - if txtbox opacity >= 100 set the boolean to false.

    Another thing - if it's always the same (like your dialog panel always comes up from below) - there's no need for the instance variables, you can do something simple, like lerp(Sprite.Y,200,dt) <== If 200 is the target coordinate.

    Hopefully this gets you on the right track.

  • 1. Use the "snapshot canvas" action

    2 under a "On canvas snapshot" condition use:

    3 sprite->"load image from url" action with the CanvasSnapshot expression.

    Ooh, this is useful for many things, thanks, R0J0hound - is there a way to capture a specific part of the canvas?

  • This page is your very best friend (and mine too - any time a question about manipulating some values pops up there's a good chance the answer is there): https://www.scirra.com/manual/126/system-expressions

  • I am building a stuff builder for rapid development of assets, it looks like this in its current state:

    It's mostly keyboard driven with one hand on WASD for movement and other on cursor keys for scaling. You adjust a grid and just spawn items to combine. Still needs some work.

  • Mind posting a simple capx to illustrate the problem?

  • If there are backups as you say just rename them as .capx files (preferrably copy to a different directory first) and they should open right up.

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  • Hi, all. I'd like to make an exact copy of an object at runtime, including the FX properties, for example Hue and Brightness. Is this possible? (Is the only way saving all the FX properties of the original object in Instance variables and copying the rest of the settings one by one?)

    And for someone who might say - why would you need that, etc - I'm building a stuff generator in C2 - a quick way to make all sorts of things (perhaps placeholder, perhaps not). Here are some examples:

    Let's build a plane!

    Let' s build a... crappy looking vehicle!

    As you can see in many cases a quick copy would be neat. It would also enable a mirror feature which would be even neater.

    While we are at it - how would one save half of the canvas out as a transparent png?

  • As someone who dabbles with 3D stuff from time to time I'd have to agree with nemo - some arbitrary control systems do not belong in a plugin - if you have a way to manipulate object/camera angles that's enough to build a custom interface around.

    The more there is in a plugin, the higher the chances of bugs, problems, etc. Keep it lean and clean and efficient.

  • I'd go with flags, simply because it's more universal. Might as well use the GB flag for English, since that's where it comes from and not worry too much about it.

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Somebody

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