part12studios's Recent Forum Activity

  • I didn't catch that, i'll check it out!

  • Hi there, so I'm doing a simple endless runner, but the jump function is static. What would be the best approach to have a jump that varies on how long the button is pressed? So a tap is a hop while continuing to press varies how high the player jumps?

    I'm not looking to replicate the SMB jump though that would be awesome.

    I tried searching and was surprised all I could find were mostly double jump style questions, not "while down" effective how high / long the jump is like SMB

  • it was something in the attached text boxes.. but i think it was that i was spawning text boxes still yet the objects had the text in containers. I probably had some kind of "feedback loop" going on that freaked it out. Thanks! :)

  • yea that worked, but it was pretty cryptic.. to be sure (i'm on Mac)

    still good to know.. i'm going to start my prototype over and focus on this working well first.. probably just trying to lay a new concept on a bunch of other stuff that will take longer to re-engineer than just start fresh.

  • any reason you can think of that when i make my objects containers it makes the screen go black.

    i had some pin behaviors but even after stripping them out it still just seems to black out as soon as one of the container objects spawns.

    i get a weird looping problem with the hierarchy.. but i'm going to explore that one more

  • awesome! containers! man i had forgotten about those.. i was getting families and containers mixed up. as for hierarchy, is that a new(ish) thing? I've not dabbled in this and it seems like a new term. Definitely going to explore both. thanks dop2000 you're awesome.

    Sincerely,

    Caleb

  • So I've had mixed results and I can't seem to figure out how to make it consistent.

    what i'm trying to do is simply spawn a new object and pin some text to that object.. sometimes it seems to stick.. but other times what i'm seeing is all of the text objects bind to the first object in the scene, even though the item spawns ON each of the unique objects.

    I just can't wrap my head around how when something is spawned it knows to grab THAT copy of a thing and associate with it reliably.

    I tried families but families don't seem to see text objects. I'm using pin and it works, but in this case it's like the second text object pins to the wrong copy.

    and disregard the numeric values.. that's unrelated.

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  • yea i'll do that soon. I really want to understand this better and need to to make a proper chat room eventually.

    I think for now i'm going to do away with the peer list for my needs. it's nice but not required for the bbs look.

    just have a big chat room. the only thing i need to work out is how to send a "username" has left the chat room only when leaving, not disconnecting..

    even this is kinda optional, but this would do be a nice finishing touch to the most basic..

    Thanks for the perspective and insight! I didn't realize what i was jumping into. it looks so simple regarding the basic events, but i can see it has more under the surface.

  • oosyrag ok I did some work in here for a bit.. definitely making more sense.. but i'm still having some trouble navigating the proper order of things.

    how do you get the user's peerid? as a host i just see their username in the peer list, not their peerid.. i can get my peerid (thanks for that clarity) so i got that far, but stuck.

    what i'd like to do is something like click the user name and extract the peerid to then be able to successfully kick that person by their peerid as you said..

  • oooo ok peerid.. i'll have to research that. that makes sense.. have to figure out how to find this peerid info..

    as for the other stuff.. it's just confusing as it seems like the terms kinda get interwoven.. but ok thanks for the insight! I'll read up on it and see if i can better understand how to properly call on these things.

    Thanks!

    Caleb

  • Hi everyone, so I'm working on a chat room and I have a few things that are probably easy but just not clicking for me. I'm attaching the project here for anyone who wants to take a look. i'm not changing much about the project.. the big change is simply to allow users to leave the chat room and come back in. This is working great.. but i have two major issues I'm trying to work out.

    1. When a user leaves the room.. others don't see the user leave.. but if the leaving user refreshes their browser, THEN the user disappears for everyone else. I can't find where the logical difference is.

    2. How do you properly use kick feature? I tried to use it and none of my efforts resulted in the user being ejected from the room. The multiplayer options all seem really straight forward so I must be missing something more subtle perhaps?

    It seems like you could simply grab the name of the person you need to kick and kick "username" and it would remove them.. but i feel like maybe there is further logic needed for it to work.

    here is a working example of it. you can actually join multiple times in the same browser with multiple tabs. https://part12studios.com/games/rd_bbs/rd_bbs_62/

    here is the file i'm working from right now.

    dropbox.com/s/g2ixbgaucqa6u21/BBS_Text%20%28updated%20original%29%20with%20exit%20button%203.zip

    I just don't get it.. it does seem like a "peer leaving room" is missing.. vs. "peer disconnected".. but also I just can't see what's going on that a peer refreshing their browser will register a "remove this guy" but my other conditions won't.

    And for the life of my, can't see how i could do it differently to insure any time a person leaves a room, their name disappears for everyone else.

  • Hi there, I have a chat room i'm working on and it's going pretty well thanks to help I have received, but i'm at one of the last important features for it to work right.. gracefully exiting the server and then the ability to come back into it..

    As it is I have a keyboard event and when that's triggered it fires off:

    {"is-c3-clipboard-data":true,"type":"actions","items":[{"id":"disconnect-signalling","objectClass":"Multiplayer"}]}

    I have tried a few other combinations, but it just seems like the only situation that triggers a true "disconnect" is if the peer closes the browser tab the chat is in.. any other attempt to leave exits, but fails to update the signalling server that the person has left on their own and to remove them from the list AND insure they can get back in.

    Anyone know if this is even possible? even the example from Scirra doesn't have a means to gracefully quit. Only to close the browser or navigate out of it.. or refresh..

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part12studios

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