Grimmy's Recent Forum Activity

  • Hi, I'm trying to get the position of a bounding box in my spine object. The bounding box in Spine is called "fuse_tip" but how can I get its position in C3?

    I tried: MySpineObject.SpineBBoxCenterX("fuse_tip","fuse_tip")

    It doesn't work but that's clearly because I don't understand why the function needs two arguments and what I should put in each one.

    CHeers

  • Parenting SVGs and attempting to retain their scales seems quite inconsistent with normal sprites. Does the scene graph work at all with SVGs? I seem to get some very odd results. (Positions/scales become offset.)

    COuld we not just have SVGs scale in the same way as normal sprites then everything would be perhaps more predictable?

  • For example I have a simple gradient graphic which fades gradually to transparent. Should this work? Currently it seems to import as a completely transparent image but I may be doing something else wrong.

    Cheers

  • I figured it out. I just give them instances variables , loop through the instances and only use Add Child on the ones that have the instance variables I want.

    Cheers

  • Using the new scene graph feature I am able to add objects as children by using 'Add Child'. However I have multiple instances of an object and I only want to add some of those instances as children.

    How can I do this?

    Cheers

  • Great. Thank You!

  • ..or am I limited to using standard web fonts?

    Cheers

  • On PC my text input is working perfectly, but on my very slow ANdroid device with the same code I get some issues. Namely:

    • A layer which should appear before the on focus only appears 'sometimes'.
    • When the layer does appear it has the text input on it but as I type the letters are typed in reverse?!?
    • Sometimes the native keyboard overlaps the game scene and other times it resizes the game scene

    Like I said this only happens on ANdroid. PC runs perfectly and there is no code specific for mobile device.

    The Android runs very slowly but as far as I was aware even if its running slow everything should still stay in sync.

    Does anyone have any ideas or suggestions?

    Thanks

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  • If we had the opportunity to set unlimited at specific points (such as an intense scene with heavy use of particles, a boss etc) and then switch it off again in the more sedate places (menus, normal gameplay) then we'd get the best of both worlds and we (the developers) would be responsible for any issues that might arise.

    As far as I see it, there are plenty of other ways we can break our own games with the tools Construct already provides and I think it's better for us (the developers) to decide what happens in our own games rather than you guys.

    Maybe if the unlimited mode had never been put there in the first place I wouldn't be saying this, but it sure is tempting to use (if we could) in certain situations. If we cant' really use it I don't really understand why it's there at all.

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  • The current outline seems to be at a fixed width and actually is more like an inner bevel which encroaches on the existing text.

    Can I change the width and/or offset values somehow?

  • It's already spritefont but I don't want to manually paint the colour in as I want to change it in code(ideally).

    I really want the gradient to go from something like yellow to red but I cant use a blend mode because blend modes seem too slow for my target device.

    Never mind, if its not possible I guess I'll stick with a solid colour then.

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Grimmy

Member since 20 Nov, 2012

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