oosyrag's Recent Forum Activity

  • Actually I'm a little curious now. If every other visual development environment has the desired "native exporters" built in and they supposedly work flawlessly, why is anyone still here? Maybe the price, ease of use, and support? Practically non existent barrier to entry? If these are not of consideration to you anymore, yes move on. Start with why DO I use construct, and why am I posting on construct forums hoping for a future changes I envision (low chance of actually happening, unless you join the development team yourself) when I am aware of an alternative that has the functionality I seek today?

    Ashley, I'm afraid you've spoiled everyone by actually listening to people and responding well and releasing so many fixes and improvements over the past years and building a flexible system that does allow for people to extend the base software for whatever might be missing through plugins and using wrappers. What a tragedy.

    And why does it seem like no one brings up compiler bugs and issues, or problems with varieties of hardware configurations and drivers that have been causing developers headaches since the dawn of programming? People who write code directly IN "native" language still have to deal with problems out of their control, and often! And this is for a single platform. Now we expect a single piece of software to generate code flawlessly for all platforms each with their own multitudes of unique problems? Is that realistic? The best way to pull that off would be to start in a platform independent language, being as standards compliant as possible, and rely on wrappers to function with any and all future operating environments... Oh wait.

    As for single platforms with predictable hardware like ios or play station consoles being bug free... luls. Maybe there are less bugs if you work SPECIFICALLY for that platform, but that is decidedly not the goal here.

    There does seem to be a major preconception issue. I came in to C2 from flash, to develop for html5. I found all the other exporters as a bonus. Some people read universal exporters as the main draw. I can understand that, as that would be the holy grail. It could be better represented that construct relies on wrappers in marketing materials.

    Too bad that's not how marketing works.

  • Don't use wait, it can cause a lot of problems if you don't understand it.

    For an on clicked toggle, use sub events and Else.

    Pause - On Clicked
      | Pause = 0 | Set Pause to 1
      +-----------+----------------------------
      | ELSE      | Set Pause to 0
    
    [/code:1cj4h4xd]
  • This has to do with your fullscreen scaling. If you used the scale inner mode, the keyboard would just cover up your screen window.

    I recommend reading https://www.scirra.com/tutorials/73/sup ... reen-sizes carefully to understand the limitations and how to design for scale inner.

  • You should be able to load the php file as a string with an AJAX request, then parse out your version number with either regex or tokenat.

  • What you are looking for is blend mode I think.

    https://www.scirra.com/manual/146/effects

    Basically you have another circular sprite attached to your player. When this sprite overlaps with the platform, the platform will be revealed. It looks like the destination in blend mode is the one you want, but I'm not familiar enough with them to describe how to set this up specifically.

  • If it comes down to that, you can, but it will get quite a bit more complicated.

    You'll be using regex to break apart the contents of the existing text. Because sprite fonts should have a fixed width, you should be able to find out how many characters are before and after your insertion point. With that, you'll be able to use regex replace to insert characters in the middle.

    Positioning the insertion point should be relatively simple, for example if you were using arrow keys it would just move left and right one character width per button press.

    I don't have time to put it together myself right now, but I can imagine how it might work.

  • You're on the right track. If you want to change it, use variables instead of fixed numbers in place of A and B, you can change those variables in any event.

  • OK that's fair. But it is also true that you actually CAN export to every platform and people have done so with finished creations, as advertised. What I think is phenomenal is the support you get when the problem is normally what I would feel is out of the scope of construct to begin with.

    Maybe this is an issue of you get what you pay for? It seems you have advanced to the point where you'll need more robust development kit and in that case it really is time to move on, truthfully.

    But as an artist first I haven't found anything I can slam a prototype/concept together faster than in c2, and having that experience in hand before putting the game together in another development environment is worth immeasurably more than the cost.

    For your analogy....

    Think of construct as the tool box needed to build a bike by hand. Intuitive to use. Cheaper than buying machines to manufacture a bike! The method you use to put it together is up to your own creativity. But this way relies on other peoples parts. Some of these parts don't work as well as the others, but construct gives you what you need to put them together anyway. Eventually though, it could make sense to buy a factory to make your own parts and put them together as well. Best be prepared that that comes with it's own set of problems... Otherwise why don't we see every AAA game released on every platform simultaneously bug free?

    Basically just wanted to make the point that the ideal all in one software that works flawlessly with every platform is really not the job of one company, and it might never be.

    In the end, even if you build a flawlessly working bike, a pothole can wreck you.

  • Cool thanks I'll give it another shot. I recall now focusing on it to type was indeed the problem. I don't think I tried having it off screen instead of invisible. Thanks!

  • First thing that comes to mind would be to either create an animation out of it using sprites, or dynamically generate and place text objects that contain one letter each, then you can manipulate them individually.

  • I'm interested in this as well. I explored this briefly a long time without much success, trying to use an invisible textbox and having the spritefont update every tick to whatever was in the textbox, but I don't recall that working.

    I had thought of another idea where when you click the spritefont, it would enable a group of controls where every keyboard key trigger would append itself to the spritefont text when pressed, but that seemed so clunky and inefficient I never actually tried it.

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  • Sorry I'm not familiar with Nuclear Throne, but here are some expressions that might be useful to you.

    [quote:rgz7gf0m]clamp(x, lower, upper) - Return lower if x is less than lower, upper if x is greater than upper, else return x.

    distance(x1, y1, x2, y2) - Calculate distance between to points

    In the event where you set the crosshair to your mouse position every tick, add the condition system compare two values: distance(player.x,player.y,mouse.x,mouse.y)<100. This will make it so that once your mouse gets farther than 100 pixels away from the player, the crosshair will stop updating its position. Probably not the effect you are looking for though...

    Clamping your crosshair position to player x and player y +-100 would result in a square range around your player, also probably not what you are looking for...

    Quick workaround I can think of is to use both together by using two actions every update tick - move the crosshair to player.x, player.y, and then move it at angle towards your mouse, amount being distance from player to mouse clamped at maximum 100. It looks like this:

    Every Tick | Move crosshair to player.x, player.y
               | Move crosshair clamp(distance(player.x,player.y,mouse.x,mouse.y),0,100)
                 pixels towards angle(player.x,player.y,mouse.x,mouse.y) degrees[/code:rgz7gf0m]
    
    Unfortunately I have no idea how you plan on setting up controller aiming so this might not work with that! I hope it gives you some ideas to work with though.
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oosyrag

Member since 20 Feb, 2013

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