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| 17 Jan 2012 06:58 PM |
Hi Scripters,
For all gui objects that contain text, there is now a bool property called 'TextScaled'. This property, if flipped on, will engage TextWrap, and attempt to take whatever text is in the element and scale it to the maximum size of the object's UDim2.
This is especially useful for things like BillboardGuis, where the size of the gui changes depending on your distance from the object (unless you set absolute sizes!).
The only bug I am aware of is undefined text size if the object's size is 0, but please find more!
Also, all fixes to the ClipsDescendants property should be on gametest, so feel free to test that out as well. |
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| 17 Jan 2012 07:00 PM |
AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAv |
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| 17 Jan 2012 07:01 PM |
| Sounds like a nice addition so far, when will billboards have some sort of max range property? I dislike seeing billboads 4000+ studs away. |
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| 17 Jan 2012 07:03 PM |
Wait, one question.
Is there going to be an "ImageTransparency" property for imagegui's? that would be awesome. |
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| 17 Jan 2012 07:04 PM |
Another question.
Is there going to be a "ImageOverlayColor" property for imageguis? That would be awesome. |
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| 17 Jan 2012 07:05 PM |
| This is why jeditkacheff is one of my favorite admins. He actually tells us to test it and he explains stuff about it in a thread, instead of just putting a flashy yellow banner at the top of the page that says "Hey experienced Robloxians, help us test at gametest.roblox.com!" (*stares at some admins*). |
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| 17 Jan 2012 07:08 PM |
Another question:
Is there going to be a "Resize" property for frames? That would be awesome.
A 'Resize' property that, when true, makes it so if your mouse is on a side (or a corner) of a frame, the mouse cursor changes and you can resize the frame. That'd be awesome, and it isn't scriptable without a tool, because of the mouse cursor. |
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| 17 Jan 2012 07:10 PM |
@Julien
If they made a resize property, we'd need it on all GUI objects for GUI builders. |
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| 17 Jan 2012 07:11 PM |
| And if we did get a resize property, I'd like an axis lock on the resizing. |
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Shobobo99
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| Joined: 30 Dec 2008 |
| Total Posts: 5754 |
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| 17 Jan 2012 07:12 PM |
| We would need a ResizeIncrement property as well, probably another one too that defines whether the resize is scale or offset. |
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Shobobo99
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| Joined: 30 Dec 2008 |
| Total Posts: 5754 |
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| 17 Jan 2012 07:16 PM |
| Uhhh no? Just an integer I would guess. Example: Dragging on the side of the frame would resize it every 2 pixels of your mouse moving in the direction of the side. |
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| 17 Jan 2012 07:17 PM |
An axis lock? Why?
And a ResizeIncrement has nothing to do with this.
What I'm talking about is simple. Resizing a frame the exact same way you resize a window in Windows: by dragging a side of it. If you only want to resize a certain axis, you start dragging on the corresponding axis. If you want to drag both axis at once, you drag a corner. Simple.
And don't forget the mouse cursor! |
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Shobobo99
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| Joined: 30 Dec 2008 |
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| 17 Jan 2012 07:19 PM |
| What if you to resize a side of the gui every 5 pixels, not just every single pixel? |
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| 17 Jan 2012 07:20 PM |
@Julien
What if you don't want the user to resize on a specific axis?
For example, think about a resizable bar in a settings menu. You don't want the user resizing the bar on the wrong axis or your menu is screwed. |
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| 17 Jan 2012 07:24 PM |
@Shobobo99
It's the user who resizes. Not you. He should be the one choosing the way he wants to resize. And I don't see why an user would want to resize it every 5 pixels.. that makes no sense.
The GUI's size should follow the user's mouse cursor.
@popinman322
The idea is to resize windows. Does the Draggable property have an axis lock? No. |
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| 17 Jan 2012 07:25 PM |
@Julien
Scrollbars, do they have an axis lock? Yes.
Just because you're closed minded doesn't mean the world has to be as well. |
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Shobobo99
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| Joined: 30 Dec 2008 |
| Total Posts: 5754 |
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| 17 Jan 2012 07:27 PM |
| I understand that it is the user that resizes... but sometimes you wouldn't always want the size to be changed every pixel. |
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| 17 Jan 2012 07:28 PM |
@popinman322
Do you know many scrollbars that use the Draggable property?
Of course, you could make one that uses the Draggable property, which is in its own frame, which has the ClipDescendants property set to true, and which has a size if UDim2.new(5, 0, 5, 0) (AKA: so big that no matter where you drag it, it will still appear inside of its own frame), but that's kind of overcomplicated. |
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| 17 Jan 2012 07:33 PM |
@Julien
That makes the draggability of the object redundant, and you'd have to make your own code to handle drags. |
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| 17 Jan 2012 07:50 PM |
@popinman322
Oh yeah. I meant UDim2.new(5, 0, .3, 0), or something like that. Also, there are events that go with dragging. As for dragging objects, that's easy. You just set the frame's ClipDescendants property to true and then just shift down every object's position accordingly to the arguments given by the dragging events. |
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| 17 Jan 2012 07:56 PM |
Putting a draggable frame within a non-draggable one for the sake of the ClipsDescendants property makes the Draggable property redundant.
Setting the size to (5,0,0.3,0) makes it so that the user can move the draggable object outside the range of the parent frame.
The only events belonging to dragging are DragStart and DragStopped which must be used in conjunction with MouseMoved to provide movement. Again, using this method makes the Draggable property redundant.
We want smooth scrolling, in the case that such was not clear.
Without axis locking on dragability, you're better off just making your own code to handle scrollbars. |
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| 17 Jan 2012 08:55 PM |
You can easily make your own GUI resizers my yourself easily. I've made a smooth scroll bar too, it's really easy once you figure out the math.
Really, these updates are good, the only other ones I can think of right now..
- ImageTransparency - Put a GUI on a part like a decal - Rotation
With those. Perfect. |
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| 17 Jan 2012 09:01 PM |
@SecureDatabase
No, you can't make one easily. You need a tool if you want to change the mouse cursor. Making a property for it = no tool needed. |
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blockoo
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| Joined: 08 Nov 2007 |
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| 17 Jan 2012 09:20 PM |
I can think of a few updates needed:
1) (much) More text capacity for TextBoxes 2) Dynamic text fonts/colors. i.e; characters from spaces 10-21 are red and ArialBold |
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