part12studios's Recent Forum Activity

  • not sarcastic, that's really cool! :)

  • holy crap that's a great find and a badass gif. :).

  • seems like you nailed it in that example dop2000 ! :)

    can this be done in construct 3?

    do you know how to apply tag filters? in my testing it seemed like that's the way. i could see how to make an exclude / include action.. but i couldn't see where to put tags to have it work..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • awesome good luck.. glad to help a little.

  • there is some kind of solid collision filter.. i can't get it to work but if you can figure out how to use tags to ignore one object (other pieces of line) but collide with everything else you should be good to go. good luck!

  • hmmm the challenge is how all of the spawned dots that are drawn to then be considered one single mesh object.. and have collision detectors that conform to the shape of that object.. i'm not sure if construct has that level of control over grouping stuff. because it means the bounding boxes the new shape has to be determined at the moment of touch release..

    maybe using something like families.. it's critical that there has to be some way to allow these objects to overlap each other being physics objects and yet not try to push away from each other when physics collision is enabled.. like if there was some tag or something that could be used to basically say "collide with anything else except things with this tag.."

  • though now the trick is how to make those black dots interact with other objects by not each other.. i'm looking into that now. there must be a way to have physics but only physics with other objects not like objects.

  • something i learned i this example is not to pin with each spawn, but to actually have all of them "pin" when you release.. a single pin action at the moment you want them to then attach to the object..

  • there are way better construct guys out there, but my first thought would be that either we do some of "pin to object" thing where you have a container object that's invisible and all of the spawned objects are pinned to that invisible object.. when you let go physics of that invisible object is what falls and all those pinned objects should move with it.

    dropbox.com/s/hxu80vdm3cbeja8/pin%20example.c3p

  • you can do probably something like it.. i'm not sure how to do exactly what you did, but i made this game drawing a line with your finger.

    play.google.com/store/apps/details

    basically you have to spawn a dot every tick while finger is in contact in the position the touch is at.

  • because, well yea i didn't know about that one, but this approach worked so i did it. i wondered if there was something more concise.

    I'm using sprite font if that makes any difference. i've found sprite font to be missing some key things (things i'm trying to work out in another question) because the text field is a bit rigid in how it looks.

    Thanks!

    Caleb

  • HI everyone, so I've been working on this for awhile. it's close to being right except i've hit two snags to get it just right..

    1. my sprite font object is being used to log the chat dialog so because its not the "Text" object, when text fills the box it doesn't scroll up.. it just no longer displays the next line of code..

    part12studios.com/games/rd_bbs/rd_bbs_19

    this is an updated more direct to the chat room link than before (_18)

    2. The peerlist object can't be customized just like the text object can't be which is why I'm using the sprite font object. so i'm also needing to figure out how to roll my own peerlist object as well. i think that's really just a kind of array of some kind but not sure if it's special in the multiplayer aspect

    I've been over the multiplayer tutorial and it explains how to use the peerlist is used, but not how it works under the hood so i'm running kinda blind. my concern about the array and such is how a peer who joins an established server would know the name of the host and other users online.. i'm not sure a traditional array would be exposed for other users to access and get the master list.

part12studios's avatar

part12studios

Early Adopter

Member since 24 Dec, 2012

Twitter
part12studios has 1 followers

Connect with part12studios

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies