farflamex's Recent Forum Activity

  • I'm trying to emulate the old 'Crop' mode from C2. There's a post up on these forums about it and Ashley does something where you just set the canvas size to Browser.WindowInnerWidth/Height. Problem is, that doesn't seem to work now, there are no 'WindowInnerWidth' options when I add the browser object.

    Alternatively, has anyone else managed to emulate a kind of 'crop' mode?

  • The problem seems to be with the 9patch. I changed it to a sprite and it's nicely centered, but then the stretched image looks blurry.

    I might be able to get by by just adjusting it up a pixel or two, but I'll have a look at the 9patch to see if I can see what's happening with it's origin.

  • I'm having a minor problem trying to get a font to vertically center itself in a button. On the editor it's centered fine, but when I do some adjustments to it, I can't get the vertical centering correct. Here's how it looks after I've adjusted it...

    The adjustments I've made are as follows....

    Set size of text box to the same size as the button.

    Alignment set to center (both)

    Origin is top-left (it matches the size and is centered, so that should be correct?)

    Font size is 24

    Font is Arial but it's the same in other fonts.

    The button is cropped correctly, i.e no spaces around it's edges or anything. It is a 9-patch.

    It doesn't look too bad in this post, but if you zoom in, you can see that it's some way off.

  • Think I'm good for now guys, thanks for the offers of help.

    I tried a slightly different scrolling action and tbh, I prefer it. Instead of the smoother 'big sprite behind a window' type of scrolling, I prefer it if you just scroll-wheel up/down (or drag up/down) and the players in view exchange places, i.e it scrolls up/down by an entire player. When I'm scrolling through my list of players, I really want to move fast through the list so this seems better for now.

  • Looks like it's up to us to make something playable then :)

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  • I love the retro look.

    I suspect that you have the same thoughts as I do on football manager games, they're just NO FUN any more. The modern manager games are like... ugh. The stats mean basically nothing. They're more like 'Fantasy Dream Team' simulations or something.

    Back in the day, your player went from 5 rating to 6 rating and that meant something. The numbers just don't mean anything any more. Maybe it's my age but I feel that old games were fun because they were simpler. Doesn't mean that a complex game HAS to be boring, but they often are.

    My own managers, who have played my game for about 30 years often talk about the old postal days. I played some postal games myself and I have to agree, nothing beats the feeling of the postie turning up with your turn. At the same time, nothing is more depressing than waiting for the postie and he HASN'T got your turn and you know you have to wait another 24 hours......

    I asked them for amusing game-related stories once and there were some classics. One guy left his paper turn on his car seat while he drove home down the motorway and it blew out of the window, so he turned around at the next roundabout and drove back to find it, running across the motorway to retrieve his shredded turn. PBM turn > life xD

  • Hehe, I get that you want to keep your ideas secret, no harm in that. Mine is based upon my existing game which has been going forever (since the 80's) so it's very much a stats game. However, I had considered a 'words only' version myself. There was a German game in the 90's that worked that way and it was brilliant. Players were just blank sheets with one or two characteristics and that was that. The fun was trying to get the team to work together based on the available players you had.

    Mine is barely started as I keep re-writing the squad screen over and over in different languages xD My existing PBEM or online version can be found at soccerstar.org.uk . Verrrrrry old game.

    I'm hoping to have a play around with the ProUI system and see if I can work around that. I kinda don't want my C3 version to be a copy of my old game since it has many faults (it's 35 years old after all). I'll keep some stuff, ditch other stuff and see where it goes :)

  • I'm sure this works, but just checking. On your scrollbars demo, you use a single large sprite which you scroll around using the UI. Would it work if there were many sprites in a list? In other words, can I create a large list of sprites/text, stacked on top of each other and have it scroll through them, kinda like a normal scrolling listbox?

    Also is there a demo of the gridview item? In fact, is there a demo of the whole thing that I can try before buying?

  • Interesting, I'm also making a Soccer management game :)

    I've gone from Unity, to C3, to Godot, even looked at pure JS etc. But C3 always draws me back because it has so many great features. As you say, it's 90% UI, so it doesn't feel like a C3 project but in many ways, C3 is perfect for it.

    I'd be interested in checking out your partially finished game if you need any testing / advice :)

    Thanks for the tip. Like you, I don't like addons but this one sounds good.

  • Re : The 'one sprite in two copies'. Do you mean, my background sprite, the listbox itself? I need two copies of that, ontop of each other, on the same layer, one rotated at 180? Any additional info that I could read on this step? I'm good with the list itself, mine's already working.

  • Thanks, that'll give me something to get stuck into. And it's always good to follow a working example :)

  • I'm trying to make a list of items in a kind of listbox. No problem adding my items to my listbox and having them scroll up and down with various mouse activity (e.g dragging in the box or using the mouse-wheel). I'm not too fussed about a traditional scroll-bar, although I might think about it. For now, I'm happy just dragging or scrolling through them.

    The problem I'm having is working out how to limit the visibility of the items as they scroll off the top and bottom of the list. I can think of various ways to do this manually (e.g make them invisible if their coordinates are outside the box, although that's messy), but I'm trying to find a way to have my listbox work as a kind of 'window', where you scroll the items (vertical only) and the bits that show inside the 'window' appear and anything outside the window are invisible.

    Looking at blend modes, I think I'm describing 'Source Atop', but I don't know how to set that up in layers and so on. I know somebody did a very long and detailed explanation on these forums a while ago but I'm getting lost. I 'think' I need to set my listbox and the content items in separate layers and set their blend modes accordingly, but I can't get it working.

    Anyone had experience with something like and got any pointers?

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farflamex

Member since 7 Oct, 2012

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