mOOnpunk's Recent Forum Activity

  • Yeah you are right about that, but as a test having 1000 blank events that should be doing nothing therefore in my mind points the problem more towards some kind of browser layout/ui rendering issue (i don't know anything about browser tech so i'm just guessing). The fact also that changing themes effects performance also seems to support this idea.

  • You may be right, but i would consider 15-20 actions per event line an extreme case. I can create 1000 blank events in C3 and get lag in the editor.

  • but u gotta remember, that each action has to check if condition is ok, the more u add the more u check that condition, and the system has to do all that in a tick, cause under it there are 300 more lines....

    I disagree that its about construct having to read and check the events, i've never experienced any editor performance issues with C2 on the same computer and had thousands of events. This is a browser issue.

  • I also reported this problem a long time ago, even providing a performance recording, which was dismissed.

    https://github.com/Scirra/Construct-3-bugs/issues/611

    When i get to around 1000 events the editor is very laggy. The only solution i've found is to use groups and close them when there not being edited.

  • How do i set up the spacing data for characters such as " and / as it won't accept them because it interferes with the json code? Oddly enough it accepts [ ] though.

    eg.

    [

    [4, """], [8, "/"], [10, "aeou"], [12, "mvw"]]

  • Do you mean how far the mouse is over the object? If i understand you correctly you could try something like this,

    x = sprite.BBoxleft + (mouse.x - sprite.BBboxleft)

    y = sprite.BBoxTop + (mouse.y - sprite.BBoxTop)

  • I'd also love this for macOS, I haven't been able to find an equiverlant and Scirra Ashley declined my suggestion on how to make things easier. https://construct3.ideas.aha.io/ideas/C3-I-607

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  • Oh i see.

    Normally in games with a limited text box size, like a dialogue box, they show a bit of text then the player clicks and it deletes the old text and shows some more.

    An alternative is to have a scroll box.

    scirra.com/tutorials/1217/custom-scrollbar-or-slider

    Use "force own texture" and "destination out" to hide text outside of the scroll box area.

    But if you want to change the text size to always fit i guess you'd have to set the text, then get the text width, see if its greater than the window size, if it is then resize the text and check it again until it fits. You could do this in a loop normally so it appeared to happen instantly however its a bit tricky with the text object as it doest update until the next game loop, hence the wait 0.1 action.

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  • You can set the text box size to the text pixel size plus add a margin amount.

    TextWidth

    TextHeight

    Return the size of the actual text content within the text object's rectangle. Note the Text object must be drawn before these have the correct values. If you set the text then immediately access these expressions, they won't yet have the correct value. Adding a Wait 0.1 seconds action will usually solve this.

  • Thanks newt i’ll give it a go.

  • Why isn’t the drawing canvas rotatable?

    I’d like to be able to make an object by conbining lots of sprites. Rather than pinning or containing lots of objects together I should be able to paste them into one drawing canvas then use that as a sprite.

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mOOnpunk

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