Zebbi's Recent Forum Activity

  • So in the new beta release r208 it says:

    [quote:24fd0wp7]Tilemap editor: can now hold shift+right click while dragging over a range of tiles, and the tilemap editor will select all the tiles from the start tile to the end tile. Useful for selecting patches to stamp out again.

    I feel silly because I can't figure out how to get this to work. Is anyone else able to use this? I try doing what it says, holding shift+right click while dragging over some tiles I have already placed but it doesn't seem to do it--it doesn't look like it's selecting anything as I drag and it just brings up the usual right click dialog when i get to the end of dragging and release shift and right click....

    Same issue here.

  • On Sonic the Hedgehog 1 for the Genesis, there is a part on one of the labyrinth levels where the level wraps around until you throw a switch, and on Mario (3 I think?) there is a similar trick on a Bowser level and you have to pick the right path or else the game beeps and you wrap around the layout. How can this be achieved in c2? It's not quite as simple as resetting the player position as there are no strange jumps. Any ideas what tech could be used to do this trick?

  • Maybe this should be moved into a tips forum if it's an orthodox method, since I haven't seen it used else where like this and wanted to share.

  • Zebbi , I agree with you, the official "Keyboard" plugin does the same thing better. If only it could register the "Spacebar"...

    An other issue is that there isn't a way to differentiate the left Shift/Ctrl from the right. This is a restriction inherited from the browsers or something...

    Anyway, keep it up!

    Fortunately, I only need characters and numberics, so it's not an issue, but it would be still nice to capture space bar from the keyboard plugin. Can't it be done at all with your method?

  • We could implement a Construct Classic-style limited ability to do some basic 3D transforms (e.g. Z height, mesh distortion) but that would require dropping support for the canvas2d renderer, which is about 10% of all devices in use today, while dropping support for non-WebGL browsers (IE9, IE10, old Android browsers). On top of that adding 3D features is a rabbit hole that leads to developing an entirely new product and taking the company in an entirely new direction, which is not something we're keen to do right now.

    Understood, I was thinking primarily a plugin based off the link OP posted. But now you mention it, z height and mesh would be awesome, kinda like After Effects handles false 3D.

  • Did it with anchors, just like css, thanks for all of your help LittleStain !

  • Zebbi , my example above doesn't work for you? Or am I misinterpreting something, English isn't my strong suite!

    Whoops, missed that! Thanks for that, I've replaced charcode with that (no need for extra plugins if not essential )

  • >

    > > You should be able to get the scale with: windowwidth/originalwindowwidth

    > > It most likely won't work the way you'd want it to, though..

    > >

    > LittleStain Well, it's a bit bigger, but it doesn't reach the full length. Does it need some sort of clever calculation that figures out the users aspect ratio and divides the height in or something?

    >

    I'm sorry, but I don't think I can be of any further help on this topic..

    You'll have to re-invent the wheel yourself, or use the one that is already available..

    I gave you a link to a working example of one way to do the scaling and I guess that's all I can do..

    By the way, you should really adjust the origins of your sprites in the hud example capx..

    Also, adjusting the settings of the anchor behaviour is ofcourse nescessary for it to work..

    Thanks for your help so far, LittleStain so it may be possible to do this for all of the HUD elements with anchoring?

  • You should be able to get the scale with: windowwidth/originalwindowwidth

    It most likely won't work the way you'd want it to, though..

    LittleStain Well, it's a bit bigger, but it doesn't reach the full length. Does it need some sort of clever calculation that figures out the users aspect ratio and divides the height in or something?

  • Sorry to bump an old topic, but this looks like a great way to add 3D to games that don't need lots of 3D, just the occasional object, and thus keeping webgl to a minimum. What kind of requirements would it take to implement this in c2?

  • >

    > Aww and there I was thinking it was perfect What problems does it produce?

    >

    Well, have you tried pressing "Shift", "Enter", "Ctrl", the arrow keys, any of the numpad keys...? Either nothing happens, or totally incorrect characters appear. There are also differences between browsers, in Firefox, pressing "Shift" produces a graphical element but on Edge and Chrome nothing happens.

    I haven't checked it thoroughly, but the default "Keyboard" Plugin seems to be a lot more predictable and functional. It just doesn't register "Spacebar" as a string. But this can be easily implemented with an extra event.

    How do you convert character codes to actual characters with the keyboard plugin?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I've found this function to be invaluable for dealing with asynchronous problems arising from LocalStorage:

    It means I can stick these anywhere I want in the event sheet and it will act effectively as a Start of Layout condition, but without all of the key/value checks cancelling each other out but happening at once. Seems to work for me, is there any reason why this shouldn't be used as a valid way of processing multiple localstorage checks at the start of a layout?

Zebbi's avatar

Zebbi

Member since 20 Jan, 2014

None one is following Zebbi yet!

Connect with Zebbi

Trophy Case

  • 10-Year Club
  • x3
    Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

12/44
How to earn trophies