Unconnected's Recent Forum Activity

  • Has Pin+ been ported to C3 yet?

    If not is there something similar that exists on C2 and C3?

    I have a project that uses Pin+ Visible and Opacity a bit heavily.

  • I am not sure what you mean. If you make a 32x32 pixel image then it will be 32x32 in C2.

  • You don't want to link a virtual keyboard to a real keyboard, doing so gets rid of the purpose of the virtual keyboard.

    A virtual keyboard is an on screen keyboard made up of sprite objects.

    This allows you to control how the user types things into the game.

    The Keyboard plugin allows the user to just type using the keyboard that is in their device.

    If you use sprites for a font you will have to create an object for each letter. You may want to look up web fonts instead.

    https://www.scirra.com/tutorials/236/us ... ext-object

    https://www.scirra.com/tutorials/237/ho ... -web-fonts

    You can upload the font files into the game, it doesn't need internet access to use them.

  • I thought about moving the child object after creating the Parent, but I didn't know how to create an instance child for the container and still have it in the container.

    Making 3 families would have been near useless, because I would still have to check for a variable, nearly the same with objects without a family.

    I was only asking how to approach something, I didn't want to post my whole project.

    A capx would have been near empty with only a Tiled Background, a Few Sprites, and a few text objects.

    I found a good plug-in that solved the problem.

    It is called Pin+

    I was using it wrong so I thought it didn't work anymore.

    Thanks again.

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  • Yea that is what was happening. I didn't know I had to enable it.

    I thought Pin+ to Object (Position) was that, I understand why it is there, It enables X and/or Y.

    Thanks.

  • I think I edited the post before you posted.

    I am wanting to know how to control Sprites, Tiled Backgrounds and Text objects together.

    I think the only way is to have 3 families with an ID Variable.

    I know different objects have different actions, but I only need to change opacity or layer.

    I don't fully understand containers, because it seems you can only create a container before run time.

    Unless I am missing something, it seems it is a really limited behavior.

    I am only curious if making three families is the only way, or if there is another method I am missing.

  • I have an in-game menu that is made up of Sprites, Tiled Backgrounds and Text objects.

    The menu is created using a loop and math in order to make it appear correctly, even with transparency.

    When I need to hide the menu, I have to change the opacity or change their layer.

    I tried to use a container, but it seems to always place the objects in the middle of the Parent object or on it's origin point.

    Plus it seems you can't preset instances of an object in a container.

    I was thinking of using a family with an ID Variable, but you can't have different types of objects in a family.

    The only thing I can think of is making three different families with ID Variables in order to control the menu.

    I am only curious if there Is a better way, or if I am missing something on containers?

    Maybe show me a plug-in that would do this.

    • Thanks in advance
  • I have a lot of objects in a family.

    I Pin ObjectA to ObjectB and it works.

    If I switch the Pin to Pin+ it doesn't work.

    Do I have to set it up a specific way or does it not work with families?

  • If needed, I was going to use a layer with parallax to allow it or attempt at least.

    I am aware of the amount of instances the system has to check.

    When I am able to I use a 2nd Control Object to create and place instances where they need to be.

    This makes the system only have to check 1-5 objects instead of 30+.

    I may limit ScrollX and ScrollY so they can't scroll to some outrageous number, like 50,000+ on X or Y.

    Thanks Tune.

  • I am having an unbound scroll in my game.

    I am curious if the player scrolls to far away from the play area, will it cause any issues on mobile devices?

    I am aware the player could get lost.

    I have a built in solution that will allow a reset of ScrollX, ScrollY and LayoutScale if they are to far away and want to return to the play area.

    The only other thing I could think of was memory use, but I don't think it is really an issue.

    I am asking because I was going to hide a few extras things in my game outside of layout using ScrollX and ScrollY.

  • I found another issue in Microsoft Edge. I don't know where to report or comment it to Microsoft.

    I didn't want to make a C2 bug because I know it isn't C2 because it works properly in Chrome.

    I did test it in Firefox, but Firefox just increases browser scale, and not the game scale.

    I was having trouble in Edge with key press before, not sure if it has been fixed.

    This is touch press. I am also had the same issue with mouse that I did with Touch.

    Using

    Microsoft Edge 40.15063.0.0

    Microsoft EdgeHTML 15.15063

    C2 247 (64-bit)

    When using "Example:Touch - zooming"

    that C2 comes with.

    Edge sometimes has trouble detecting when an onscreen touch/Mouse ends.

    If you touch/click the screen and slide down to the Debugger and remove the touch, it will keep the touch/mouse active.

    I had 3+ different touch IDs in my debugger at once and wasn't touching my screen.

  • I was on very slow unlimited mobile hotspot at the time. It was unlimited, but the more it was used the slower it got until the month renewed. Patches where all I could do. It took me 3 days to download Windows 10 when they were giving it away for free. I managed to get fast internet when 1607 came out. I didn't have much of a choice to patch. I usually fresh install when I can.

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Unconnected

Member since 6 Apr, 2016

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