linkman2004's Forum Posts

  • Whoops, sorry I missed this - let's see what I can do for ya.

    Unfortunately I'm not sure I can answer your question about the link error - however, If I remember correctly, the 8 direction movement is working off a much older version of the SDK, and I believe some dependencies changed along the way, so that's probably the likely culprit.

    As for question two, I actually needed something similar for my gravitation behavior. What I'd suggest is adding a static CRunObject* to your class declaration in Main.h after the ACE function declarations. In Runtime.cpp you'll have to define it - I have it after the #ifdef RUN_ONLY line.

    Main.h:

    ////////////////////////////////////////////////////
    // Data members
    
    // Use when private variables (OF_PRIVATEVARIABLES) are enabled.
    //vector<ExpStore> privateVars;
    
    // Initialize the vector of object pointers for accessing data across objects
    static CRunObject* playerObject;

    Runtime.cpp:

    //////////////////////////////////////////////////////////////////////////////////
    // Runtime functions
    //////////////////////////////////////////////////////////////////////////////////
    #ifdef RUN_ONLY
    
    CRunObject* ExtObject::playerObject;

    After that, you can create an action where you provide an object as a parameter and slip it your player instance. All instances of your enemy behavior will have access to the pointer since it's static.

    On another note, In Construct have you heard of including event sheets? If you right click in the event sheet editor, there's an option to include another event sheet - just place all of the code you want to reuse in one sheet and include it wherever you need it. It's one of my favorite Construct features.

    I hope all this helps. Good luck!

  • The difference is mostly in how they're setup - in "Main.h" there's a line near the top that starts with:

    #define IDE_FLAGS

    Adding the OF_MOVEMENTPLUGIN flag tells the editor that you're plugin is a behavior, as such:

    #define IDE_FLAGS OF_MOVEMENTPLUGIN

    Additional flags can be added by using the bitwise OR operator:

    #define IDE_FLAGS OF_MOVEMENTPLUGIN | OF_NODRAW

    The area near the type has a list of other supported flags, but most aren't relevant for behaviors.

    The pLink pointer points to the object attached to your behavior, and you can access/modify it's attributes by, for example, using:

    pLink->info.x

    This will access the X coordinate of the attached object.

    With a normal plugin, you access its properties in a similar fashion, but instead of pLink you'd use this to refer to the plugin:

    this->info.x

    Those are the basic differences to be aware of - It's been a while since I've done any real SDK work, but the info I've give you should be about right.

    As for the ATL and MFC requirement, that is indeed the case - I believe someone may have made a version of the SDK that excluded those libraries, but I'm not 100% certain on that. If you're a student, you can always sign up for Microsoft Dreamspark to get Visual Studio 2008/2010 Pro for free.

    EDIT: This thread should help you out getting VS Express working with the SDK.

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  • The source for quite a few of the built in behaviors can be found on the Construct Classic SVN. Source for many of the plugins is also up there. In addition, here's a basic plugin tutorial from the old wiki.

    It's recommended that you have a basic working knowledge of C++ to work with the SDK - not that I let that stop me. <img src="smileys/smiley17.gif" border="0" align="middle">

    If you have any specific questions on how things work, go ahead and ask - there should still be a few people around here who can help you out, myself included.

  • Like any other plugin - extract the archive into the main Construct folder.

    Are you running Construct 2? If that's the case, this plugin won't work - it's made for Construct Classic only.

  • I used Ripple for packaging - it works as a graphical interface for bbwp, greatly simplifying the process.

  • If you haven't already, you should check out the website for the BlackBerry WebWorks SDK - they have simple guides that walk you through packaging any HTML5 project.

    I've actually released a Construct 2 game on the Playbook app store, so if you need help with anything specific, I'll see what I can do to help you out.

  • Unless I'm mistaken, I believe the first picture is the Scirra logo, while the second is the Construct 2 logo - the Construct Classic logo is like the second picture, but with the chunk containing the "2" missing.

    If your game is made with Construct 2, I'd suggest going with the Construct 2 logo rather than the company logo - as for modification, I'll leave that for Tom or Ashley to answer.

  • So I was reading the blog post today about mobile performance when I saw the sad Blackberry Playbook numbers. Since I downloaded the OS 2.1 beta this morning I was like, "what the Hell?" and decided to retest with the benchmark you put up.

    Things are definitely looking good on that end - the test score came out with a threefold increase of 27 over the posts recorded score of 9.

    I figured others would like to know about this in case they were interested in Playbook development - It definitely goes to show the speed at which mobile browser performance has been increasing as of late.

  • It would help a lot if you posted a project file for us to look at - it's always easier to figure out what's wrong if we can see it.

    Dropbox is a good way to host your files if you need a way to upload.

  • I'm not trying to be harsh here, but there's not a whole lot to say - it works, but there's nothing it does that CPU-Z doesn't do better. It needs some distinguishing features to give people a reason to use it.

    I'd also recommend tweaking the interface - there's a lot of empty space and the text seems overly large to me.

  • Approved.

    EDIT: Moved to puzzles as per request, as well.

  • That would be your best bet.

  • Ah, there's the problem - this plugin is made for Construct Classic, not Construct 2. I don't have any plans to make a Construct 2 version, so you'll have to implement sprite buttons using other means.

  • Yeah, it sounds like you're installing it incorrectly. To install properly, simply copy the Plugins folder from the SpriteButton ZIP and paste it directly into the main Construct folder - Windows will merge the two Plugins folders and you should be good to go.

    I hope this helps. :)

  • This is not working wor the current version, right?

    Is there anything I can do to have Custom Sprite Buttons?t should be working with the latest version of Construct, if that's what you mean. Are you having problems with it?