AnD4D's Recent Forum Activity

  • I'm interested in ordering an array from highest to lowest as well for a leaderboard table, so I too would like to know how to do this.

    At the moment I'm toying with checking if each number is higher than the next, and if it is, move the array over to a new one, and delete the line from the old array and repeating, but it's not working as planned.

    I'm still amazed we don't have a function like "Randomize array" or "Sort Array by descending" so it's actually useful for scoreboards.

    *In addition, I think it would be useful to be able to choose which column of the array you'd like to sort by. For example, maybe I want the player's names to be alphabetical, or even part of their score. At the moment, we are limited to the very first part of each array.

  • How far have you gotten so far? Can you post a capx?

  • Although you may be very much against this, Ashley :s setting the CSS to ensure that all colours are transparent, and the outline and border to none has given me exactly what I needed. The Educational game involves quickly typing out the answer to as many sums as possible, so the text box is always in focus and the mouse isn't used until the game ends.

    Sure, it's not a very good game, but it pays the bills

    Thanks for your help, and sorry for all the hassle!

  • Ashley - Thanks for the response, I appreciate your reply.

    My client wishes to have their custom font appear on an educational game, and they want their current 640x480 flash game upscaled to an 1080p HTML5 game but with strict instructions that the new game visually looks the same (but better). Unfortunately I can't achieve this with the current text box, as they currently have a transparent background to their textbox allowing them to show textures behind the text. I hate reinventing the wheel when the more efficient tool is so close to what I want it to do. One of the levels is based on a space background, so having a floating white box just looks out of place, which is the reason as to why I'm trying to combine it with the text object or sprite font.

    I've never actually needed to make proper use of the Text Box in a game before, but they've agreed to a £3200 quote for one program, and a £720 quote for 1 of 6 other games and so I'm pretty keen to get the function in place.

    Sorry for chasing so much! I know it's a pain, but I'm hoping there's an easier method. Would an opacity setting be possible? Am I correct in thinking a 0% opacity object is still rendered?

  • Following on from: https://www.scirra.com/forum/viewtopic.php?t=102042

    Ashley - Can we at least have a opacity setting then, as I believe 0% opaque objects are still rendered and can therefore be focussed. At the moment, I can't see anyone using the TextBox for their professional game as you can't customize it at all. At least if you link it to a text object you can change the font and size. The ability to enter data is a big deal for my current game, and would prefer to use the great functionality provided by the TextBox... just not the way it looks.

    Unless of course, you know of an easier way to achieve my aim beyond Sargas suggestion?

    Your help would be appreciated, as it's a rather nicely paid job waiting here, requiring that I upgrade my license

  • Not sure why this isn't default from the start to be honest. The official plugin appears to be overly complicated, and this plugin was a massive help. It's probably a massive job to change it though, sadly.

  • Problem Description

    1) Even though I have an event that sets the text box as always in focus, if it's off screen or invisible it loses focus. This prevents users from writing into the text boxes and have that data transfer into a text object or sprite font object. I'm assuming that this isn't by design, because disabling it when invisible or off-screen has no uses, as far as I can tell.

    2) When I resize the textbox vertically down to a very small size (such as 1 or 0) the text is very small. When I increase the size again the size of the font doesn't increase again... in fact, I can't figure out how to set the size of the TextFont at all.

    Attach a Capx

    https://copy.com/A6hX2zycAA2Ry7EM

    Description of Capx

    This capx shows a text box which you can use to enter text. The text is then shown in a text object. Every tick the object is moved down 1 pixel so the user can see that as soon as it goes off screen you can no longer write anything. The same thing happens if you set it to invisible.

    Steps to Reproduce Bug

    • Link a text box to display its text to a text object.
    • Move the text box off screen or set it to invisible.
    • Preview the game and see that you can not write anything... but if it's on screen/visible, you can.

    Observed Result

    Can't write if TextBox is off-screen or invisible.

    Expected Result

    To be able to use a text box to type names, etc using the font object or sprite font object.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    167.2

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  • Do you have a capx?

  • Sargas - Very nice indeed. Thanks a lot! I'm still going to put this through as a feature request however, as although it may be this way by design, I do not see why whether an object is invisible or not should stop it from functioning.

    15 events for something that should already be built in reminds me of my early turret code

  • Sargas, Interesting. Not bad at all. The only thing I can think of is the fact that in order to get the shift and caps lock working, I'll have to set up a whole bunch of other functions. I'll definitely do this if the TextBox won't be updated, but the text box method would be a lot more straight forward... if it worked

  • Sorry Sargas, I can't see anything...

  • Can you upload it? How many variables are you using?

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AnD4D

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