Pin should (optionally?) take scaling into account

Discussion and feedback on Construct 2

Post » Wed Jan 28, 2015 10:03 am

Hey all,

I'm running into some places in my game where having Pin be relative to scaling would be hugely helpful. Check out the attached capx to see what I mean.
In fact, this probably almost counts as a bug report, since I'd say this would be expected behaviour in a behaviour like Pin.
(And yes, I know that in this case it's trivial to do it manually, however my situation is a lot more complex!)

This would technically be a breaking change, so it might be best to make it an optional feature. In fact, in my specific case it would be awesome if we could toggle it on/off at runtime.

Anyone agree this would be useful?
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Post » Wed Jan 28, 2015 10:25 am

+1 I've just realize that yesterday, trying to do a scale animation of a menu, which as a lot of pinned objs on it.
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Post » Wed Jan 28, 2015 10:28 am

+1 Even though there's more calculations to be done this would be quite useful - ran into this recently as well. With a toggle it should be alright.
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Post » Wed Jan 28, 2015 11:04 am

Yeah, this would be great. I'd like to add in that pin should also (perhaps also optionally) keep up with mirroring. Again, trivial to do manually, but would certainly help.
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Post » Wed Jan 28, 2015 12:32 pm

If you're looking for an object to sit on another's imagepoint (like the demo), then I would recommend using something from the master's repository: Rex's Pin to ImagePoint plugin.
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A big fan of JavaScript.
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Post » Wed Jan 28, 2015 1:07 pm

OR.......just use events? In the meantime at least...Personally I never bothered with the pin behavior; pinned objects tend to shake when scrolling and you have no offset functionality.
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Post » Wed Jan 28, 2015 1:16 pm

Maybe I'm being stupid, but it'd also be good to have some sort of an option to "Pin to container" within the editor. I have so many little events in my project just to pin object A to container object B on created (mostly particles)
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Post » Thu Jan 29, 2015 2:43 pm

I disagree with all of this.

Pins and Containers should be removed and replaced with

Object SceneGraph [ http://archive.gamedev.net/archive/refe ... index.html ]
and
Prefabs [ http://docs.unity3d.com/Manual/Prefabs.html / http://en.wikipedia.org/wiki/Prefabrication ]

I cannot express how majestic scenegraphs are in regards to object relation and prefabs are to the convenience of complex game object duplication.
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Post » Thu Jan 29, 2015 5:09 pm

+1 for some kind of solution, whether Jay's or Squid's.
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Post » Fri Jan 30, 2015 3:21 am

@Jayderyu sounds like a C3 suggestion.
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