Nhdeitmers's Recent Forum Activity

  • I would like to read from an arry and display the content in a text object.

    The result should be something like:

    F#

    Gb

    or this:

    D#

    Eb

    Is it possible to store the line break along with the string, or if not how would I do the following:

    If array.at(x) has more than one character then write the 1st and 2nd character to a text field, create a line break and then write the 3rd and 4th character

    I tried this, but the resulting text only displays the first two characters..

    left(Scales.At(8,((Self.ScaleIndex-1)%12)+1),2) & newline & right(Scales.At(8,((Self.ScaleIndex-1)%12)+1),2)

  • I read the blog posts now. They were quite interesting.

    They also kind of answered another question I had on my mind, Which is why there is no multiply blend mode available.

    I wasn’t aware of the fact that it renders differently from add.

    I played around with the screen and blur effects after stumbling across a tutorial about it and I think it’s pretty cool how easy it is to blur part of the background.

    (Even though I had to apply the effect twice at a 100 percent to get the result I wanted. So again I think If allowing higher max values would be possible that would be great...

    Would you be able to comment on the Flash effects and how they relate to Construct’s effects? I’d be curious to know.

  • Cool, thanks for the explanation. I will check out those blogs.

    From what it sounds like I may have been fooled by the superficial similarity to Flash effects, which also run in a browser and have the same parameters.

    In case of the glows and blurs I don't know how hard it would be to change the scale of the intensity to something pixel based, so users could go as big as they want and live with the performance implications. (There may be cases where it's ok to have one very impressive but expensive glow in certain moments)

    I understand we're coming from two different ends. I'll admit straight away that artists always want more control and don't have the technical knowledge of what's possible and what poses a bigger challenge than might be obvious.

    But in my experience that's a healthy discussion to have, sometimes it can push some boundaries, sometimes it doesn't. That's OK. ;)

  • Thanks! I'm not sure that example can help my case.

    I know I can set a variable to any rgb value by code. Dealing with r,g,b individually makes matters more complicated. I mean, I could create instance variables for all components, but that would also mean copy/pasting them individually every time I change them.

    The beauty of instance variables is that I can create different instances with individual properties by copy/pasting them in the editor, which is basically the only place where I can see my game elements and tweak them in context. For color that's more important than anything.

    So since I'll need to do that step anyways, (setting the font color to see how it looks on a particular instance), it would be great to be able to just copy it from the color slot to a variable slot of the already selected instance, instead of going to the event sheet, finding the variable there and pasting the value so the game can set the variable for me.

    If comparing font color by code would work, things would be even simpler. I could just have dedicated objects for my color presets, tweak the color of those and be done with it, because at runtime the game would just reference the template objects. That's what the whole idea of templates is all about, and it works great for sprites, but not for text.

    By the way I'm not trying to do rocket sience here. ;)

    I have one type of button with different colors based on context. Active, inactive, right answer, wrong answer. All I'm looking for is a convenient way to setup a template for each of those colors that I can edit intuitively.

  • Hello everyone!

    when I joined the forum I didn't really say hello or introduce myself. I'm also not sure if this channel is still being read, but why not share a bit of information about myself for those who might be interested... :)

    My name is Nils Henning. I'm from Hamburg, Germany and started working in the games industry in august 2010, at a company called Bigpoint.

    Today I am still there, working as a senior 3D generalist, currently on a new mobile game called WeFarm.

    My experience is mostly in 3DS Max and Photoshop, Flash, Unity3D and some basic stuff in Zbrush, 3D Coat etc..

    The reason I'm here is because my passion for creating games got me into scripting as a hobby so I tought myself Macromedia Director and Lingo (when shockwave was a thing years ago) to start and develop some simple horizontal space shooter and a poker game, just for the fun of it..

    Since I'm also passionate about playing the guitar I decided to create a learning App. (Basically a fretboard notes trainer with a game mode for CAGED scale degrees) Because none of the apps out there fully meet my requirements and some of the concepts I have in mind don't even exist. (They're probably quite specific, but hey..) That's when I started researching 2D game engines and came across Construct 3, which I found incredibly comfortable to pick up, and enjoy using a lot!

    I'm happy to see there is a nice community here, helping each other out, and I'm looking forward to learning more about the specifics of Construct to be able and contribute and help as well... Thank you and Happy Constructing, everyone! ;)

  • I tried reading up on effects, but the manual is not very helpful with specifics.

    The emboss effect sounded good on paper, but in practice it's not really usable for me.

    1. it seems to affect the whole image, including transparency. This is obviously not what I want.

    2. I was unable to get highlights and shadows without the entire sprite getting desaturated at the same time.

    3. The range of the effect is very limited. If the first two points were not a show stopper already it would only be suitable for very hard and thin appearances

    I'm quite disappointed in the effects I've tried so far (except the water shader), because they are all advertised along with the rest of the features, and for the most part they are the same old well established effects I've been using for 10 years plus in various Adobe products: (glow, emboss, blur etc).

    I understand this is not a software for artists, but I'd rather have a few well implemented effects than a wide range of choices that will never give me what I need.

    If I had to prioritize I would say that in most cases something like emboss is not really essential to change at runtime.

    But Glow for example is one of the most widely used effects in the industry and the current implementation simply does not do the rest of this fine software any justice. Having a more powerful glow effect would allow for creating higher quality graphics.

    The beauty of it is: the tween posibilities are all there already! :)

    Here's an example of how I applied simple glow effects working on the browser game Farmerama, using Flash. If you skip to 8:20

    youtube.com/watch

  • Thank you, InDWrekt! I appreciate the thorough answer.

    yes, that's what I'm using. But variables won't accept these expressions as initial values. (I actually found a 9 y old post, where Ashley confirmed it wasn't possible "yet", apparently nothing has changed there.)

    So it looks like I have to set up a global variable for every color and then on start of layout I need to set the value to rgb(r,g,b)

    Quite cumbersome. I wish I could just assign the expression to a text objects instance variables.

    For sprites I found a workaround: leaving dummy objects with the needed colors in the layout and at runtime putting their color values into global variables.

    This might not seem like a big difference, but it is, because colors need to be adjusted all the time while a project is in progress, so it's crucial to be able to change them in as little steps as possible.

    Unfortunately for text this workaround is not possible, because the color property of fonts seems to be "write only" for some reason. So I can't go like

    set ColorRight = ColorRightDummy.ColorValue

  • I was just playing with the glow effect for the first time.

    Is it really that limited in size? I had it on a 100*100 pixel buton and could see a thin, weak glow around it at a 100 percent. Going higher burns the color closer to the object to white, but doesn't create a bigger glow.

    I remember creating all sorts of glow effects in Adobe Flash for a browser game called Farmerama. It was basically the same thing. horizontal and vertical glow in one effect. But the size was never an issue. I could create long beams or big soft glows and tween back and forth between different colors.

    I was hoping to find something of the sort here, too. But this seems to be more of a one trick pony... ;)

  • Is there any way to set initial values of variables to an rgb value?

    (string won't help, because when I try to use that to set a font color it says it doesn't accept a string)

  • I know, it's just such a simple thing that it seems odd it's not possible. I mean font color IS obviously a property, so why not make it accessible?

    I have a bunch templates for buttons with text. On start of layout I read the colors from those and save them to variables.

    This way I can make my tweaks WYSIWYG directly in the layout without manually having to copy/paste rgb values every time I decide to adjust a color.

    Make font slightly darker, deselect object to see the actual color without the blue selection tint, reselect font scroll back to color swatch, open and copy rgb to clipboard, open event sheet, find the corresponding variable, double click, select value, paste and close... you get the idea.

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  • I'm confused. I'm trying to read the color from a text object. But apparently there is only the Set font color action, but no way to read the color and store it in a variable?

    How would I set a new text objects font color to match another already existing text object's color at runtime?

  • Perfect, thank you. I did not see that :)

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Nhdeitmers

Member since 5 Oct, 2020

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