Magistross's Forum Posts

  • desasteraang To disable the typewriter effect, you can change the DIALOGUE_DEFAULTDELAY constant to 0. This will effectively make all text to appear instantly (everything processed in a single tick). However, you will have to get your hands a bit dirty in the code to implement a text speed up function.

    First, create a function under the "DialogueSystem" event group named to something like "Dialogue_SetSequenceCharDelay". This function should receive an optional time parameter (in milliseconds), and use this parameter to set the variable "Dialogue_SequenceCharDelay" to its value, or revert to the default value if no parameter is provided. Like this :

    Next, if you want the text to "typewrite" faster when you hold the left mouse button, you could do something like this :

    Let me know if I was too cryptic in my explanation.

  • The utility definitely help to create and test dialogues, but its most useful capability is to export to a JSON file. It's that particular file that must be added to your project and then loaded via AJAX.

    For your last question, the text function {wait:3000} and {next} can be combined so it will automatically go to sequence 2 after 3 seconds. (3000 milliseconds).

  • Typo, I meant "HUD" layer in all layout, sorry. I guess a global layer could work too.

  • It's most likely a typo in the pre-requisites section, as the Microsoft Universal Ad Client SDK is indeed compatible with VS2013.

  • I believe HTML/Javascript ad support was recently added for WP, check these links out :

    https://msdn.microsoft.com/library/mt31 ... 30%29.aspx

    https://msdn.microsoft.com/library/mt31 ... 30%29.aspx

  • Forms object aren't rendered in the canvas, so you won't be able to take a snapshot of it.

  • First, create a new layer and place it at the top-most level. You can also rename it to something like "Fade". In its properties, locate the "Transparent" one, and set it to "No". Next, set the "Background color" property to black (or any other color you wish the fade to be), and finally, set the "Opacity" property to 0.

    The actual fading can be done in a number of way, but the easiest one is to lerp from 0 to 100 using an incrementing lerp factor. Like this :

    The "Start of layout" can be replaced by any trigger you want.

  • This probably has to do with the origin point of your sprite, although we'd have to know more to be sure.

  • One way to do it is to use a non-transparent layer with a black background, and lerp its opacity from 0 to 100 using a lerp factor of your choice.

  • Sorry if it was ambiguous, len here was a variable (from the Game Maker Docs). Here's what it look like with the value 90 for "dir" and 1 for "len".

    lengthdir_x(1, 90) = 0

    cos(90)*1 = 0

    lengthdir_y(1, 90) = 1

    sin(90)*1 = 1

  • From the look of it, it seems that lengthdir_x(len, dir) and lengthdir_y(len, dir) are basically cos(dir)*len and sin(dir)*len.

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  • LittleStain That's a pretty clever way to deal with multiple lightsources not getting shadowcast over each others.

  • Dug out, tidied up and commented. This might be a terrible way of doing it because of looping through the code until it finds the correct member of the family but in my tests it appears to work quite well and saves quite a lot of code.

    https://goo.gl/GJSPIR

    In an Utopian world of infinite memory and processing power, this would be the best solution. However, we're not quite there yet, so in the meantime it's better to limit the memory allocation to a minimum when you can. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    It could still be functional if the family has very few object types, but with each new type, the odds of NOT instantiating the wanted one increase drastically.

  • The condition can never be true. Logical expression only ever equals 0 or 1, not 384. Also, after testing out your capx, it seems the "|" operator is not evaluated in the order it should, so I could only make it work by adding parenthesis.

    (Sprite.X = 256 & Sprite.Y = 96) | (Sprite.X = 640 & Sprite.Y = 96) | (Sprite.X = 256 & Sprite.Y = 384) | (Sprite.X = 640 & Sprite.Y = 384)[/code:92sg8y76]
    equals to 1.
    
    This, together with a for each should make your capx work.
  • The plugin being made by rexrainbow you can safely assume it will never break, and even if it does, it'll get fixed in no time. So no worry there.