How do I blow up text object without scaling

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Post » Sun Jul 27, 2014 10:13 pm

I need to blow up the text object, without scaling it so I can go around the 4096 px height limit on mobile and Mac. Does anyone know how I can do that? I'm willing to go deep into tweaking behaviours or effects for this.

Basically if the text box stays 4096 px max, but it's much thinner and a smaller font is used (7 or 6) I could make the text scrollable and fit enough text there for one of the chapters in the game to fit.

I could use an effect, or if gods be good, there mayhaps be a behaviour that GPU CPU conservatively simply blows up the text?

This would be quite useful since the ipad is already retina 2048 x 1536 and a bit of blowing up wouldn't affect aliasing too much, or appear pixelated.

Thank you C2 community.
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Post » Sun Jul 27, 2014 10:31 pm

Not sure, but I think the paster object can paste the visual apparence of a text into itself, which could be loaded into a sprite, which could be scaled, but this is kind of a big setup for that, and the result may not be ideal..

you could also use multiple texts objects for each paragraphs if applicable.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun Jul 27, 2014 11:18 pm

@Aphrodite Thanks Aphrodite, I'm going to check this out. I'm struggling with this for a while now, circling WIDE circles around it, trying to find a solution, going to try this paster object, especially since I was looking for something that can take a specific screenshot of an object ingame.

I can't use multiple text objects because there is a LOT of chapters, and each is bigger than 4000 px height on the ipad. it would take an unearthly amount of time to chop them up and segregate them.
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Post » Mon Jul 28, 2014 12:06 am

@Aphrodite do you know how I can load, with the paster, a specific object, in this case the text object? I got it to load, paste stuff, but I don't know how to save into an image, a specific object. THANK YOU!
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Post » Mon Jul 28, 2014 12:14 am

you can paste the text object by putting the paster over it and use the Paste action, then you can use the Paster.imageUrl to load it inside a sprite via the load from URL, hope that helps
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Jul 28, 2014 7:47 am

@Aphrodite, clear as day! :) thank you. I will test it out and report back.
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Post » Mon Jul 28, 2014 8:51 am

I thought you meant something like this:

Fit text

But I'm not sure now..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Mon Jul 28, 2014 9:44 am

@Aphrodite Paster is glitching on text object pasting. It makes it much smaller, or flipped, also position is flippy :)

@LittleStain Nah, I'm trying to go around the limit of 4000 height for text objects. Sprite font is a no go on mobile (lags on +300 words) and text objects when scaled via layer scale, just increase and go over the limit of 4096 px.

Seems I'm out of options again :(
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Post » Mon Jul 28, 2014 10:01 am

Arf, that does not bode well :/
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Jul 28, 2014 11:51 am

Instead of chopping up the text, why not place seperators and use tokenAt to decide which part of the text to display?
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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