RhapsodyInGeek's Recent Forum Activity

  • I'm glad to find I'm not the only one having a similar problem. I made a post in the "How Do I?" sub-forum. Wasn't sure if it was a bug until R0J0 said something in this Ranma's topic.

    http://www.scirra.com/forum/bottom-of-window-hud-scaling-issues_topic49009.html

    My original post in the "How Do I?" has a more detailed description and a capx, but basically I can confirm it's an issue with improper window scaling in "Fullscreen (Scale)" mode.

  • Try adding an inverted "mouse is over object" condition at the start of your movement control events. That way the movement control events won't trigger unless you're on viable play area.

  • <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

    It works beautifully!

    I used a start of layout and for each object event, and then set the origin points and destination points relative to their starting X and Y placements, and lo and behold...

    I'd post a .capx but it uses a number of extra plugins. I was playing around with a little Mario game (as I oft do to learn how to do things) and wanted to make the bump effect that occurs on a block when you jump into it. This Ease behavior does the trick so well. I'm excited to incorporate it into my real game!

    Thanks a ton again for this!

  • I don't really have much else to say other than I love this. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • So I'm having some trouble with making a HUD for my game. I'm trying to go for a retro look, so I'm creating my sprites at tiny sizes and then setting the game to Fullscreen Scale mode and point sampling, while also having my window size set at 320x240. This works pretty swell for everything except putting the HUD at the bottom of the screen.

    As the window's height grows larger, the HUD elements on the bottom of the screen go further and further down off the screen. They don't want to stay on. I've got my HUD layer set to Parallax 0, 0, and I've tried giving both of the HUD objects the Anchor behavior, and I also have it programmed to set the object positions to "window height - hud obj height", but to no avail. Putting the layer's Scale to 0 keeps the HUD onscreen, but obviously doesn't scale it along with the rest of the game and so does me no good.

    Another thing I've noticed is that everything is lined up perfectly as long as the height is at the default 240 height and greater than the default 320 width, but any smaller and the positioning and scaling get thrown way off. Setting the browser into fullscreen mode changes nothing.

    Any HUD elements in the top left of the screen with the Anchor behavior seem to work fine for whatever reason, as evidenced by the text displaying the current window height in the following capx.

    I don't know if this is a bug or not, but it's certainly cramping my style, especially since the HUD would look real awkward on the top of the screen.

    Problem Capx!

    http://dl.dropbox.com/u/20459682/hud_trouble.capx

  • Arima

    I forgot about that one! Now I miss pick by comparison, too.

    Ashley

    Wow, I didn't know that! That's an interesting bit of info, and a tough question to answer. I'd say "make an option!" but I'm also not developing it and I wouldn't be surprised if it's quite a bit more complicated than "just making it an option". I personally would find the "create object by name" action worth disabling obfuscations for, but I don't speak for all of the game developers who use Construct 2 so I'd leave it up to a public poll if it can't be made a toggle-able project option with any sort of ease. I just find that action extremely powerful and infinitely useful. As it is now, what I want to do is doable with what Construct 2 allows, I just need to define each condition rather than be able to leave it at "Create object by name: Player.Weapon".

    Yay! on the "for each ordered" and better z-ordering though! I'm excited to have those make a comeback!

    R0J0hound

    I get a pavlovian burst of joy every time I see your avatar in a thread of mine. Simple. Elegant. I love it!

  • So three features I miss so so dearly from good ol' Classic are the System loop "For Each (Ordered)" which allowed you to test an object type's instances for a condition and had that nifty "ascending" or "descending" ordering bit. Real handy. Let me play with Z sorting stuff real easy. I know there's a sweet plugin for it out (I'm using it myself!), but I feel it'd be a handy loop to have anyway.

    I also realized how much I miss the "Create Object by Name" action. Being able to use expressions to spawn objects was something I ended up taking for granted in Classic. So powerful, so convenient...

    The other one is "Place in front of Object". This was also really handy in Z sorting, because it allowed me to create effects like having the player take out a weapon that would stay on top of the player sprite but still maintain proper "depth" (not showing up on enemies that should be "in front" of the weapon). I feel like that'd be a very widely used one for things like customizing outfits or sprite stacking in isometric top down games and things.

    So, yea, I was wondering if there are any plans to include any of these in the near future or, barring that, if anybody knew any good workarounds for #2 and #3? (z-sort plugin works great for #1!)

    Other than my deep deep sadness at those missing-in-actions (get it?!<img src="smileys/smiley5.gif" border="0" align="middle" />), despite Classic having the last few features that I really need for my game I'm actually finding a lot of things in Construct 2 that keep me from going back. Way easier for me to come up with a sweet mouse based 8 way movement system in Construct 2 than in Classic, and the Families seem way more stable. I'm pretty excited to be working with it!

  • Ha, I already use groups. If it's on the to-do list though, I'll just put up with long event chains for now, as I'd like to stay out of the habit of putting groups inside of groups inside of groups... <img src="smileys/smiley29.gif" border="0" align="middle" />

    Thanks for the heads up!

  • So in Construct Classic you could conveniently hide/show sub-events on the click of the little +/- button on the side of an event, which was convenient when you had a long list of events running. Less time to scroll and find what you want to work on.

    The feature seems to be either missing (or I just can't find it) in Construct 2. I was wondering if adding the ability to hide sub-events was on the massive to-do list, or was just forgotten about? Because I do miss that feature oh so very much! <img src="smileys/smiley19.gif" border="0" align="middle" />     <img src="smileys/smiley4.gif" border="0" align="middle" />

  • This is a really cool behavior. I was getting headaches with the sine behavior trying to make just a quick bounce, and this worked perfectly!

    However it would make it much more powerful if you could change the origin and destination points and the other attributes mid-play. Are there any plans to add actions to change the attributes? Because if not, you should totally do that! <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks again for the behavior! Just what I needed!

  • Liked!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This was a really cool read. Not much else to say other than nice job! <img src="smileys/smiley1.gif" border="0" align="middle" />

RhapsodyInGeek's avatar

RhapsodyInGeek

Member since 3 Oct, 2010

Twitter
RhapsodyInGeek has 1 followers

Connect with RhapsodyInGeek

Trophy Case

  • 14-Year Club
  • Email Verified

Progress

15/44
How to earn trophies