oosyrag's Recent Forum Activity

  • Here is the example for what I talked about in the previous post (still recommend you give it a shot yourself first) - https://www.dropbox.com/s/tahx4o10h5c6f ... .capx?dl=0

    I also solved the rotation issue too. There are still small issues with the font size (changing the other sliders after you set the size) but you should be able to figure that one out on your own at this point!

  • Ok I'm going to answer you from this last post rather than the PMs, it is very hard to follow what issues you have and haven't fixed when you send me so many messages (I have to sleep and work too). Also there is a capx here to work with so -

    First off, you can hide the center symbol a few ways - the simplest is to make it invisible on start of layout. A second way is to have it invisible by default, and whenever you create new instances, set those visible upon creation. A third way would be to not have it exist at all. Technically it isn't necessary, but I thought it was nice to have a point of reference for the other events, as well as a visual representation of the various slider settings. It would be my intention to hide/remove it for a final version anyway.

    So I had used event 2 to set every textbox to the slider value every tick to have a realtime representation of the slider values. (I tried the sliderbar "on changed" condition as well, but this only triggers when you let go of the sliderbar, so I decided to go with every tick). This event as it is only works for numbers though. Since you have letters now, you'll need to make an exception for that slider. You can do this by changing the first TextBox only to the correct letter after all the other TextBoxes have been updated.

  • I believe Text Boxes, as HTML form elements, will always float above canvas elements.

    [quote:2bq01ku4]Form controls are actual HTML elements floating above the game canvas in the HTML page. Therefore, nothing can be displayed on top of a form control, apart from other form controls.

  • So an issue specific with the arcade page. Perhaps Tom would be the relevant person to look into this?

  • I generally avoid this issue by positioning objects via events rather than the layout editor, but understand that might not be an option in all scenarios.

    For moving, try selecting and using arrows or shift+arrows to move, it may give you more discrete offsets. Scaling and rotating I think you're out of luck. I believe one of the new features in Construct 3 makes it vastly better when manipulating groups of objects in the layout editor.

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  • Basically, IIDs can change if you destroy or create new instances of the same object. That is why it is normally best not to use IID when you need to refer to a specific instance. Using UID or an identification instance variable is generally more reliable.

    The value can be easily converted into ABC - Set the slider properties minimum and maximum to allow 26 values, and then convert to each letter. For example If Slider value=0, then set Textbox to A. If 1, then B, if 2, then C, ect. An array or dictionary may be useful here to keep it clean, but not required.

    I could finish it myself, but you stand to gain much more if you do it. Use event 3 as a template, give it a shot. Post what you've tried and I can let you know how to continue.

  • Does it work in preview/local?

  • I made heavy use of Instance IDs since it was a quick hack. I don't recommend using this type of approach in any larger project. It isn't very easily readable, as you can see, and also can introduce problems when creating/destroying objects. In this case it was a controlled scenario so I used IIDs.

    Repeat int(TextBox(1).Text) - This means take text in instance 1 of textbox (the second one), and convert it to an integer

    System pick by evaluate Text2.IID>0 - This means pick every instance of Text2 as long as the IID is greater than 0. This basically means pick all Text2s except for the very first one.

    Yes it is possible. You can set the slider bar value through actions in your events.

    Didn't get around to size, as I said I didn't finish it. I got stuck on rotation - the rotation amount gets reset when changing the other values.

    It is possible to get colored texts through events as well. Refer to the manual.

    I always use debug sprites/variables as a sanity check to see if and when events run (by making debug sprite visible in an event, I know that event ran), as well as checking what values get returned by expressions (by saving the result into a debug variable)

  • 1. Make sure your hud layer is parallax 0,0

    2. Make sure your text object is being created on your hud layer

    3. Make sure your viewport expression references the correct layer

  • Without seeing an example of your situation, it is hard to tell you what went wrong, but here is a bare bones example of what I am guessing you are trying to do.

    https://www.dropbox.com/s/4rw2x1tsvm3nz ... .capx?dl=0

  • Try (ViewportRight(0)-ViewportLeft(0))/2, (ViewportBottom(0)-ViewportTop(0))/2, where (0) is replaced by your background layer.

    Although... the position shouldn't actually change even if you resize your window if you are using fullscreen in browser scaling, while parallax 0 takes care of in game scrolling.

  • Not fully understanding your issue, but try using an invisible helper object with the sine behavior/motion size you want, and pin the full size object to it.

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oosyrag

Member since 20 Feb, 2013

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