Zebbi's Recent Forum Activity

  • In order to load it you need to do all three steps shown in here: https://www.scirra.com/tutorials/1461/h ... age-plugin

    On event > Check item exists

    On item exists > Get

    On get > set

    Justr trying to get the hang of localstorage, seems the "get" step is no longer necessary?

    [quote:vu1jqgfd]Note #2: Thanks to an user comment. It isn't necessary to call 'Get Item' on 'Check if item exists'. So you can use 'LocalStorage.ItemValue' directly in the 'Check if item exists' event.

    So we can just On event > Check item exists > On item exists > set

  • As you have already noticed, using layerscale doesn't give you the results you expect..

    LittleStain mainly I would imagine because I haven't worked out how I could calculate how to dynamically resize a layer with a visual width of 640 to whatever monitor resolution the user is using. If I knew how to get that figure, it might give me the results I expect?

  • ***Layout***, not Layer.

    Thanks, works perfectly, haven't used layout effects yet, sorry!

  • You can add Sepia to the Layout.

    Okay, so I've put this on a layer on the very top of the layer stack, how can I make all layers underneath be affected by the sepia?

  • >

    > > Is there really a reason to re-invent the wheel?

    > > The right combination of the anchor behaviour with paralax 0,0 works with any fullscreen setting..

    > >

    > > https://dl.dropboxusercontent.com/u/485 ... nchor.capx

    > >

    >

    > LittleStain Thanks for the example, here's a new one with a mockup HUD for this exercise, https://www.dropbox.com/s/g4curnknsl789 ... .capx?dl=0 - if you press S to change the scaling, you'll notice it's not wide enough. I doubt I could use anchors to keep everything correctly sized on that change of scaling for this type of HUD?

    >

    I doubt you could too..

    I don't doubt it could be done, though..

    LittleStain So, would creative usage of anchoring be best for this example I've given, or could things still be resized with some sort of layer scale?

  • I can't see a shader that's available to "greyscale+tint brown" the entire game, like a classic western movie. Is this possible at all?

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  • Is there really a reason to re-invent the wheel?

    The right combination of the anchor behaviour with paralax 0,0 works with any fullscreen setting..

    https://dl.dropboxusercontent.com/u/485 ... nchor.capx

    LittleStain Thanks for the example, here's a new one with a mockup HUD for this exercise, https://www.dropbox.com/s/g4curnknsl789 ... .capx?dl=0 - if you press S to change the scaling, you'll notice it's not wide enough. I doubt I could use anchors to keep everything correctly sized on that change of scaling for this type of HUD?

  • >

    > > Setting the scale of the layer to such an enormously high number isn't what you are after..

    > > If you set the width of the bar to viewportright()-viewportleft(), however..

    > >

    > Yes, that would work, but I need not just that bar but the other items on the layer resized too, all of the score and life and health numbers. 1.3 isn't enormously high for a layer scale, it's only a third(ish) bigger. Can I scale a whole group of items so they're exactly the same relative size? If not, that's why I wanted to use a dynamic layer scale figure depending on the resolution of the players screen.

    >

    Why would you use layer scale?

    Everything does get scaled automatically..

    You didn't want to scale the bar, you wanted to stretch it, that's the difference..

    LittleStain No, I want to scale it, retaining the correct height as well for the bar, I could mock up the bar with some counters and text on it to make it appear more like an HUD if you need? If I stretch the bar, it would look odd when it has HUD items on it, and I would need to get those stretched too, which is why I need it scaling to the right width whilst retaining the correct height. I need the correct height to be retained when the width is met with the side of the screen. I can't see why scaling the layer would be the wrong way of doing this?

  • Setting the scale of the layer to such an enormously high number isn't what you are after..

    If you set the width of the bar to viewportright()-viewportleft(), however..

    LittleStain Is there a way of scaling a group of items so they relatively meet the correct width? Like I say, the bar will have many other items on it that need to be scaled relatively, which I was I was scaling the layer.

  • >

    > > This could be a valid way to do it... Although, it seems like "Spacebar" doesn't return a string...

    > >

    > > Ashley, is this normal...?

    > >

    > I managed to do it well with this: https://dl.dropboxusercontent.com/u/364 ... arCode.zip

    >

    This method with Kyatric's plugin does return a string for "spacebar", but it produces a lot of other problems, in my opinion of course.

    Aww and there I was thinking it was perfect <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> What problems does it produce?

  • Setting the scale of the layer to such an enormously high number isn't what you are after..

    If you set the width of the bar to viewportright()-viewportleft(), however..

    Yes, that would work, but I need not just that bar but the other items on the layer resized too, all of the score and life and health numbers. 1.3 isn't enormously high for a layer scale, it's only a third(ish) bigger. Can I scale a whole group of items so they're exactly the same relative size? If not, that's why I wanted to use a dynamic layer scale figure depending on the resolution of the players screen.

  • >

    > Set layer scale?

    >

    That is an action, but you set the layerscale to viewportleft(0)-viewportright(0) , so you set the layerscale to 500 or more?

    Yes, I have it so that if that scaling mode is set (test for variable) then set the scale of layer to viewportleft(0)-viewportright(0). The capx is exactly as I have it setup, so if you can try anything that will resize that bluebar to the right width when scale outer is used (dynamically, not fixed, so it works on all aspect ratios), it would be solved! Like I mentioned, 1.3 is the right size for a 16:9 screen, but not for a 4:3 ratio.

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Zebbi

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