Miu3's Recent Forum Activity

  • Miu3 , I agree with you, the text object needs a lot of attention and it should support a lot more features, like multiple charachter size, bold/italic/underline, per-line alignment, multiple colors etc.

    The typing effects further add to the user experience on the one end, while making the development part easier on the other end...

    Meanwhile, there are some behaviors made by rexrainbow that add some functions and enhance the default text plugin.

    Typing

    Text Properties

    Scrolling

    Thankyou for sharing, the plugin seems to have all the functions id like to see in the text object but this one requires a second plugin called timer to work. Not sure if this whole setup aproach is any easyer than just copying that code... which is what im going for, having easyer access to functions in the engine itself. Would be great for beginners too

  • I suggest you take a look at this https://www.scirra.com/forum/typewriter-text-effect_t63552 (found in FAQ )

    I did, which is exagtly why i intentionally already included the code from that example, but i like the properties on behaviors that give lots of quick options to adjust them so i thought it would be great if the text object had some enchancement like that as well with a type writer

  • I was wondering if this feature could be added to enchance the text object with using properties and actions that display the text. I would like to have a build in function that allows easylie tell the text object optionally to display the text by typing it instead of just instantly showing it with options like speed, typing by letters or whole words, that kind of stuff. I know some is already possible with code but it would be nice if it was more build in the text object instead of having ppl spend time figuring out the necessary code each time they want it in the game like rpg like:

    left(SourceText.Text, len(DestText.Text) + 1)

    It could really had been made easyer than that...

  • maybe this will help?

    https://www.dropbox.com/s/fn0yggj7tk4za ... .capx?dl=0

    What basically i did there was make a a map window that has same resolution as the entire layout and divided its width and height by 5. Everything put in the map will for this reason be divided by 5 in this case to work accurate. The map also must have its image point set on top left to position everything correctly. The rest is shown in events...

  • i only tried it when it was at early stage where it kept crashing and caused some problems with windows.

    I suggest watching sales for toon boom software but if you want one for free, krita is working on a interesting animation feature https://krita.org/item/krita-2-9-animat ... -released/ . You can also make gif animations with layers in Gimp or try the free version of plastic animation paper http://animationpaper.com/old-pap-free-download/ . Still, i wouldnt say spriter is bad, it enables you some badass techniques that can be used directly in c2 and its not just character animation, You could animate traps with it that otherwise would be really difficult to make with just events. Just saying. Then there is that Spine, that seems to be based of spriter but appearently has more features developed for animation... oh yeah, there is also that live2d, that has sometimes crazy sale offers but has interesting features

  • Hey Miu,

    There is a few different ways you could time it but why not keep it simple and instead of using 'timer < 5' switch it to 'variable1<45'. Then it will always be consistent.

    great, that actually fixed it! Thankyou very much

  • capx: https://www.dropbox.com/s/a9gxtd1za8sef ... .capx?dl=0

    Im working on some playback function where everything works smoothly cept one thing...

    So i made a simple example to go directly to the issue.

    Its simple, you hold the SPACE button and it will add each 0.1 seconds one variable for 5 seconds. On release the values reset.

    When starting the "game" on first try most of the time the value hits 45, the next tries hit value 41 almost always.

    By refreshing the entire game i get the same thing, on first try it counts bigger value than on the other tries.

    This causes huge differences in bigger timed calculations. What can i do to ensure that the result remains always the same?

    Here is also the more complex version

    capx: https://www.dropbox.com/s/bns9l19o4gtmv ... .capx?dl=0

    you go to the green object and press space to trigger the recording. After its done you hold down the C button to have the blue one repeat what you did. On first try it shows 452 and on any other tries its always 402 even when i start recording another movement. It always happens on the first try when starting the game.

  • it's actually just image bending, and partially you can do that by moving images, though this seems more like a photoshop feature then a c2 feature, because let's face it:

    c2 - game making tool

    photoshop - image editing tool

    big difference, and you can't make c2 do everything.

    The level designed in that video is being edited dirrectly in the engine and includes also the collission behaving with the bending. Rayman origins has quite similar feature where the bended terrain could be used instantly as a working solid platform. The bending wasnt made in photoshop as far i know. Just saying...

  • i was wondering if this could ever be a possible feature added to c2 or 3, terrain editing where you bend it around with points?

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  • it would be neat to have a plugin that allows using swf animations

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Miu3

Member since 12 Apr, 2011

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