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  • 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.

  • man that worked like a champ! thanks so much. never thought to use a variable to store something like that. great thinking.

  • ok trying it now! yea that makes a lot of sense. :)

  • but a single "? i'll try it out now. great suggestion though.

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  • I am rolling my own keyboard for a chat window and i've got all the characters worked out, but i'm stuck on the use of Shift+' to make a ".. because of course a """ doesn't fly with construct.. and i'm sure it's something html5-ish

    I did some googling and i read something like using a \ in front of the quote but that's not working for me.

  • yea that's true.. i learned quite a bit doing this but yea that would have been helpful. I wasn't convinced it would do what i wanted. functions had me worried as well as the function example was different but awesome feedback gave me the help needed to see how to properly adapt it. This example also was well document so it was a good learning experience reading the comments.

  • ooooo there i see it now.. there is name variable.. so cool.. that's perfect! thanks!

  • so you're saying i could point to this server and make my own "channel"? how would that work? as far as I can see i'm pointing to wss://multiplayer.scirra.com and that's it.. is there a way to create or tap into maybe sub channels?

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part12studios

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