WackyToaster's Recent Forum Activity

  • I know you asked about the information for text length and lines etc. but I don't think you need it for this purpose. It's actually much easier!

    You can simply use the Text object properties TextWidth and TextHeight.

    Then set a 9-patch object (probably the best solution for this) behind the text, and set its size to Text.TextWidth, Text.TextHeight. This will be very tight, so you can add some extra border.

  • Funny enough, some time ago I was tinkering with a project that would benefit from this. It was very simple though, basically all I needed was the option to make a call from construct to start a python script. That python script simply executed a few things and then started a local server, so in my case I didn't even really need callbacks (although ideally there would be callbacks for stuff like error handling)

    If anyone wants to try it out anyway, you can probably get a WebAssembly Python interpreter working with the addon SDK!

    Glad to know that it probably works although I don't think I could do that simply because no time and no current urge to do it (and I don't know web assembly)

  • Nice, that seems like quite a big project already.

  • Let's not abuse this thread for posting project statistics, I've made an extra thread because I've wanted to see people post those for a while anyway out of curiosity

    construct.net/en/forum/construct-3/general-discussion-7/share-project-statistics-for-181376

  • I actually have been curious about these for some time because I've seen some people post absolute behemoth projects. And since it came up in another thread, why not have a dedicated thread... So share your project statistics, I wanna see what everyone is cooking.

    In the Project window, right-click the main game folder > Tools > View project statistics

  • That's a good question, I don't know. Why don't you just try it out and report your findings back? :)

  • You need to replace "Text" with the text you want to count the characters of. You can directly write a string in there like

    len("This is my text")
    

    Or you can reference it from the text object like

    len(Textobject.Text)
    

    Textobject is in this case the name of your textobject.

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  • I usually do it this way

    You can adjust the factor (0.2) depending on how sudden you want the jump to be shortened.

  • Heh, I saw that on Twitter yesterday and tagged them there too. I think it would be pretty neat. I suppose that should also be posted to the suggestion github.

  • runtime.callFunction doesn't take a function as parameter? If you want to call this function you can just write.

    Inventory__GetScrollY()
    

    runtime.callFunction is specifically made to call functions in an eventsheet via a String. construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/iruntime

    Or am I misunderstanding something about your code? Doesn't seem like this function would return a string.

  • I understand that there's frustration but that's just the downside of using an engine in the first place. Do you want full control? Go with a framework instead, phaser comes to mind. It even has a bloom effect. Do you want absolute power? Make your own engine. With an engine you are largely at the mercy of whoever maintains it, with the benefit of having a large set of tools just ready to go. These tools are basically what you pay for.

  • Hmm last I checked the spritefont object exists because it's faster than the text object, especially when updating the text every tick. Not sure if that's up to date...

    I'd suggest to make a simple test. Think about the maximum amount of text and animated bbcodes you'd realistically have in your project and just build a "worst case" scenario with tons of animations etc. See if you run into any issues with the normal text object. Because if not, I'd go with the normal text object over the spritefont.

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WackyToaster

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