jobel's Recent Forum Activity

  • okay. I got it to reproduce the issue, you have to fullscreen it to see how it exponentially strays from the actual mouse pointer.

    mouselayer is 100,100 parallax

    dropbox.com/s/mv2x48gy1kyowuw/mousePointer.c3p

  • wow! you are quick enough... profiles look GREAT! I love that you can view your most recent posts and not just a link to them... great job

  • I'm so confused...

    should the mouse pointer sprite be on a layer with 0 parallax?

  • Tom excellent work, these forums needed some love!

    I really love the "Mark all as Read", I have one of those strong pulls to blinking notifications and numbers - and while I love notifications, I've found often times you read things, but it still says you have a notification (happens in all apps). So having that mark all as read is a life saver. for real!

  • R0J0hound oh that is a great idea. I guess I was thinking mouse.x was where it was in the layout. thanks will try that out!

  • I'd rather not shut off all mouse/keys control when they switch to gamepad. I'm trying to make it as seamless as possible: pickup a controller, it works and all the glyphs change, start using the mouse, they change back.

  • R0J0hound

    here is the mouse "waking up" when I switch screens because technically the x/y is moving when I jump to the new ScrollTo position in the layout.

    I'm trying to avoid it "waking up"

    here you see the mouse pointer go invisible after a few seconds of being idle. I hit the E key to go to the next screen and the movement makes the mouse visible again

  • well the reason I need Absolute is a little bit complicated.

    basically I hide the mouse when not in use. The way I do that is I compare if the mouse has ever moved or was click to activate it.

    so when I jump to a different part of the layout the movement "wakes up" the mouse since the mouse is in a different position, if they are using the controller it messes things up like MouseOver etc... but mainly I don't want the mouse to wake up.

  • I'm having difficulty understanding the difference between Absolute and regular Mouse.X - I'm using my own mouse pointer by putting a sprite in place of where the mouse is.

    I don't know what it is about my project but I can't reproduce what is happening here. I just don't understand how this is happening. If I set it to follow mouse.x it works fine, but if I set it to follow absoluteX its exponentially ahead of it.

    it doesn't matter if my mouse pointer layer is parallax 0,0 or 100,100

    can anyone help explain it? or has seen this?

    (I need to use Absolute because I change screen positions and I want the pointer to stay in place as the window snaps to a different part of the layout)

  • yeah I asked for a simple QoL stat on the animation sprite editor, to just display the length in time of the animation, just so you don't have to do the math (frames / fps) which is an extra step - definitely helps when you are trying to fine-tune animations. It would be very simple to implement and seems like an obvious piece of info to add to the editor... but no one voted on it and nothing ever happened with it.

  • oh I guess you are right, I didn't remember it correctly.

    do you mean functions that have return values? that are used in Compare Two Values?

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  • dop2000 yes, I agree, I would like to see parameters above in a tiny pop-up like when you type 'clamp(' it shows the format in parens which allows you to type the rest of it out.

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jobel

Member since 27 Jul, 2013

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