linkman2004's Forum Posts

  • Sweet! I'm glad you're still working on this.

    Have you considered putting Motion Plus support in? I could always help out with testing in case you don't have one.

    EDIT: Looks like the download link is broken, so I can't try out the latest version.

  • You can hold down the control key and use the scroll wheel on your mouse to zoom.

  • It's the latest release that was marked as stable. You can always grab the latest unstable build from the construction discussion board. The latest unstable build is 0.99.82.

  • I made a custom editbox example a while ago(just now posted it in the uploads section) that you could check out:

    Custom Edit Box Example

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  • A little example I made a little while ago showing how to make a custom edit box. I figured I should put it in the uploads section so it's easier to find:

  • You need to enable 3D layering on the layer that your box is on. Select the layer that the 3D box is on and check the "3D Layering" checkbox in the layer properties pane on the left.

  • I don't know how to use it, so I don't know if it will work properly if you do this, but you could try changing this:

    PixelShader = compile ps_3_0 EffectProcess();[/code:1ip020iw]
    to this:
    [code:1ip020iw]PixelShader = compile ps_2_a EffectProcess();[/code:1ip020iw]
    I know for a fact that Construct supports PS2a, which supports a much larger amount of arithmetic operations, so it might work.
  • Application controls are handled by Windows, so they don't work properly in instances like this. They're meant to be used with the application runtime.

    You'll have to make your own button, or you could use my sprite button plugin to save some time.

  • Too bad I don't have a microphone. Your presentation was full of all sorts of win, though.

    By the way, you made it on Engadget.

  • Put it in the finished addons page!

    Yay.

  • Unix Time - v1.0

    Download Now(no example) - 91KB

    Description:

    A plugin with exactly one use: returning the Unix timestamp.

    Conditions/Actions/Expressions/Edittime Parameters:

    Expressions:

    Return Unix time - Returns the Unix timestamp. Alternatively, just using the name of the plugin without an expression will return the same thing.

  • Prepare to be floored, for I have made my most amazing plugin ever:

    Unix Time(best used before 2038)

    I looked into Python solutions for this, but the number I kept getting rarely updated. Even if you closed out the program and reran it, you'd most likely get the same number you had before since it's updating at most once every two minutes.

  • Well, I really need this working, so I guess I'll resurrect this with some new things I've found.

    First off, lifting the message handling code from the physics behavior and placing it in a fresh copy of a newer version of the SDK doesn't work. The only way I got my own message handling plugin was by clearing out the physics behavior code of everything physics related and using it as a base.

    I've noticed David seems to have done the same thing for the bone movement behavior, as it's based on an ancient SDK as well. Unfortunately, when I attempted this I seem to have broken something related to actions, expression, and conditions because they don't work anymore.

    Another thing that's closely related. With the current SDK, trying to capture the frame editor crashes Construct when your plugin is a behavior. It doesn't crash when it's a standalone plugin, so I don't know what's up with that.

  • The path behavior I was planning would probably work similar to the custom collision editor for the physics behavior when it comes to point placement. But I was also planning on supporting branching paths and curved paths and stuff.

    I really need to figure out what's up with the SDK so I can start work on it.

  • I was wanting to make a path movement behavior recently, but problems with the plugin SDK have been preventing me from setting up some necessary things. I'm gonna have to take it up with the developers at some point.