part12studios's Forum Posts

  • oh wait.. i remember now.. i couldn't do this because there is no "return to bottom".. it just goes through the bottom of the text field.. no way to push the text up that i know of. otherwise it's actually what i'd prefer to use.

  • yea maybe that would be better.. i don't mind if there's no history scroll bar.. i'll see if that works better.. i was just sticking as close to the original template as possible as i learn how this stuff works.

  • a few more examples.. see the latest entry is always covered by the "bottom" of the text box.. it's behind it every time by one entry line..

    as is (always something behind)

    this looks right but only because i scrolled the bar down a line

    This is the event stuff.

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  • I do.. that's the thing.. the exact same behaviors and rules in the C2 project do not reflect the same in the same project in C3.. it's like the scroll to bottom rule isn't quite firing off properly. i have a workaround idea i'm going to tinker with but i'd really like it to just work without a hack.

  • I am making a chat room and using the template. the template is a construct 2 template. it uses a "text input" object. however in construct 3 when i use that template the last line of text when "scroll to bottom" is used and compile it.. the bottom line is still hidden.

    construct.net/en/free-online-games/multiplayer-chat-room-3494/play

    this is the example which is a construct 2 project. if you fill the text screen to the bottom you'll see nothing is ever hidden by the box.. the every latest entry is visible without having to use the scroll bar.

    However this same project (game.capx) will open in construct but when you compile it.. try the same situation. the latest entry is hidden below the box and to see it you have to scroll down.. maybe a bug in the input text object in construct 3?

    I'm testing with Chrome on OSX and Windows 10. It's key that you compile the game in Construct 3 to see the problem.

    Example 1 is Construct 2 (this is how it should look)

    Example 2 is Construct 3 (notice how there is a scroll bar and text is off the screen?)

    no matter how i positing the text box in this project it always covers the last entry posted.

    Thanks,

    Caleb

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  • 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..

  • 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