eli0s's Recent Forum Activity

  • Wow! That's fracking amazing!

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  • Oh man... I forgot about that... Thank you rexrainbow , I am sorry for the false alert, the problem is definitely caused by the wait action, nothing wrong with your Typing behavior.

  • rexrainbow ,

    Damn, you are right... My problem is that I want first to set the text with the normal "Set text" action in order to get its height in pixels and create a speech balloon that will dynamically encapsulate it. A dt after that, I was clearing the text and added the "Type text" with the function call.

    On closer inspection, it seems like I can't have any "Set text" type of action before the "Type text" action if I want to use a function call. However, if I use the function call with the normal "Set text" action and then add the "Type text" action and set it to type the text that was set above, it does work!

    Check this example! It demonstrates what I am trying to say above <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://www.eli0s.com/Tests/TypeTextFunc ... ample.capx (for some reason you have to use "Save Link As", else it opens a tab with mashed text <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked"> )

  • rexrainbow , hello and thank you for this wonderful behavior!

    I am trying to use the action "Type text" and pass the text data from a function parameter (type text | Function.Param(x)), but the only thing I get is a 0 (zero).

    Does this behavior support receiving data from a function?

  • Bl4ckSh33p , I think that the set scale action is a bit hit or miss and can't really replace the functionality of the set width/height actions. Ashley had commented somewhere why is that, and why we shouldn't confuse the scale option with the actual size or what have you...

    Best bet is to use the height/width actions.

  • Bl4ckSh33p , perhaps set the Sprite's scale to a variable and subtract from there?

  • , thank you for your answer, I will pm you.

  • tatogame , that's really cool! Thank you very much!!!!

    I know that I ask too much, but what about the vanishing point, is there a chance to make it controllable? Something like X poz from 0 to 1 whereas 0 is on the left of the viewport and 1 on the right of the view port and the same for the Y axis...???

    That would be soooo awesome!

  • , your plugin looks very promising! Any news about it's development? I hope you're still planing for a release

  • anata , that's really cool! Thanks for sharing!

    Is there a way to add speed control parameters, as well as X and Y values to control the vanishing point? For example, to achieve something like this: http://www.eli0s.com/Tests/Warp/

  • Aphrodite , I have been asking for a better masking system since I first started using C2, to no avail

    Ahh... If only we could use any Sprite and/or Layer to mask in (or out) any other Sprite and/or Layer...

    Something like masking options on the Sprite's/Layer's properties:

    Set as a Mask: Yes/No

    -Mask: In/out

    -Use: Alpha/Luma

    Use a Mask: (choose Sprite/Layer)

    Ok, back to sleep now...

  • Iolva , I don't think there is need for any 3rd party plugin for this. If I understand correctly, what you ask can be done with just 1 simple event:

    every tick----> set scrollx | Player.X ......(this is for horizontal camera movement. use scrolly / Player.Y for vertical movement)

    This is far more versatile from the Scroll to behavior, because you can lerp it and have easing in the movement:

    every tick-----> set scrollx | lerp(scrollx, Player.X, Z) ......(where Z is any number between 0 and 1. A 0.1 should produce a nice easing movement)

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eli0s

Member since 24 Apr, 2013

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