Hit "T" to "translate" and then move your mouse. After you get it in the correct position, click the left mouse button to set the new position.
If you have the Context Help displayed, it will show you the available commands depending on what you are currently doing.
--tim
Search found 68 matches
- Sat Jul 06, 2013 1:29 pm
- Forum: R.U.B.E discussion
- Topic: Simple Question - Cannot Move an object
- Replies: 4
- Views: 8958
- Sun May 12, 2013 12:57 am
- Forum: R.U.B.E discussion
- Topic: Custom property combo definitions + RUBEscript
- Replies: 2
- Views: 6332
Re: Custom property combo definitions + RUBEscript
No. I was thinking to keep script influence to things that are actually part of the scene itself. There are some things where it would be useful to have script access outside that scope though. Still thinking on this particular point about the combobox entries... are you wanting to duplicate the co...
- Sat May 11, 2013 5:21 pm
- Forum: R.U.B.E discussion
- Topic: Custom property combo definitions + RUBEscript
- Replies: 2
- Views: 6332
Custom property combo definitions + RUBEscript
Is there a way to access / define custom property combo box definitions via RUBEscript?
--tim
--tim
- Wed May 08, 2013 12:48 am
- Forum: R.U.B.E discussion
- Topic: libgdx / RUBE thread
- Replies: 10
- Views: 21927
Re: libgdx / RUBE thread
There are a few ways to access objects: * scene.getWorld(): This method returns the Box2D physics world. After loading, it is populated with the bodies, joints, and fixtures from the JSON file. * scene.getBodies(): This method returns an array of bodies created * scene.getFixtures(): This method ret...
- Sun Apr 28, 2013 1:16 pm
- Forum: R.U.B.E discussion
- Topic: Output to Java or ObjC / C++
- Replies: 16
- Views: 57109
Re: Output to Java or ObjC / C++
So I bought Rube, created an image, run around it with the vertices mode, exported the code to C++, and translated to Java (my project is for Android.) What framework are you using for Android? The game I'm currently working on that uses RUBE is targeting Android also. I'm using libgdx for developm...
- Sun Apr 28, 2013 1:54 am
- Forum: R.U.B.E discussion
- Topic: Output to Java or ObjC / C++
- Replies: 16
- Views: 57109
Re: Output to Java or ObjC / C++
From the README.md on GitHub: This is a RUBE scene JSON loader for libGdx. It reads JSON data output by RUBE and creates and populates a Box2D world with the bodies, joints, and fixtures defined therein. It includes support for custom properties and images. This repo contains a fully self-contained ...
- Sat Apr 27, 2013 6:59 pm
- Forum: R.U.B.E discussion
- Topic: Output to Java or ObjC / C++
- Replies: 16
- Views: 57109
Re: Output to Java or ObjC / C++
You can export it to a JSON file and read that using Java. That's what I do.
See this as an example:
https://github.com/tescott/RubeLoader
--tim
See this as an example:
https://github.com/tescott/RubeLoader
--tim
- Sun Apr 21, 2013 7:49 pm
- Forum: Feature requests
- Topic: My requests
- Replies: 28
- Views: 96331
Re: My requests
- I don't know if texture coordinate handling voting topic covers this case or not (probably does), but I'd like the ability to individually change the scale for the x and y axis of images. Right now, they are locked to a single scaling. This would give me the ability to stretch images as needed wit...
- Tue Apr 16, 2013 11:41 pm
- Forum: Feature requests
- Topic: My requests
- Replies: 28
- Views: 96331
Re: My requests
Sure enough. My version of .qhc is versioned 1.2.0. This is directly from the zip file from the build that was created for me.
--tim
--tim
- Mon Apr 15, 2013 5:53 pm
- Forum: Feature requests
- Topic: My requests
- Replies: 28
- Views: 96331
Re: My requests
You can set the collision bitplane names with the functions below. I guess another thing that would be nice to have is properly indexed and searchable help :) void setCollisionBitplaneName(int, string) Sets the name of the specified collision bitplane. Bitplane indices start from zero. string getCo...