linkman2004's Forum Posts

  • I've tried re-wording the error message about 3 times now and people still seem to get insanely confused about going to the Microsoft website and updating DirectX. If you've got any suggestions on how to better word this so people don't explode when they see it, I'm all ears

    Would it be possible to include the DirectX web setup file with compiled EXEs? I think that would solve most problems that people seem to have with this.

  • IK Solver 2

    :

    Version: 2.0.1

    Creator: Chris Hackmann(AKA, linkman2004)

    License: Freeware

    IK Solver 2

    Download Now(with example) - 113KB

    NOTE: I suggest reading the below description/documentation before use. There is also an example at the bottom.

    What's IK? - IK is a method for making a chain of bones bend in the correct way to reach a specific point.

    What does this plugin do? - This is a plugin that takes all of the fancy math out of solving 2-bone IK chains. It automatically rotates the bones to the correct angle to reach a specified control point. It also positions the second bone automatically to the end of the first.

    How does it work? - Very simply. The plugin consists of only one action: Solve IK. This action takes a few parameters:

    - Bone 1: This is the first bone in the chain.

    - Bone 2: This is the second bone in the chain. It will be positioned to the end of the first bone.

    - Relative distance: This is the relative distance from the end of the first bone where the second bone will be positioned. For example, a value of -5 would place it 5 pixels from the end of the first bone, while 5 will place it 5 pixels past the end of the first bone.

    - Control Point: This object represents the point that the IK-chain is attempting to reach.

    - Direction: This is the direction of the bend of the bones. With outward, the bend will point towards the right when the control point is below the first bone, while outward will point towards the left in the same circumstance(see the example for a better explanation).

    This action must be called every frame. The objects picked are the same as object picking everywhere else.

    Example(s)

    IK Solver 2 - Example File

    And that's about it. Be sure to leave your comments/questions. I'm calling this done for now, but if there's anything you want to see, let me know!

    NOTE: I HIGHLY recommend upgrading to this version if you are already using the original. It fixes two major flaws with the original. The actions will have to be swapped out by hand due to incompatibility between the two versions.

  • You could always create an event sheet with all your game code and include that in each layout. Event sheets that aren't tethered to a layout can access all objects.

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  • We need a "Construct Expansions" section, with sub forums for;

    - Plugins

    - FX (effect shaders)

    - Apps and Tools

    - Mods and Language Packs

    ~Sol

    I'm not sure we need sub-forums for each type of add-on. I think it would be better to require people put [PLUGIN], [FX], [TOOL], etc. before the thread name.

  • I definitely think this would be a good idea.

  • Motion Plus isn't fully understood yet. You'll probably have to wait at least a few weeks for it be reverse engineered and supported by Wiimote libraries.

  • Awesome, that fixed it! Thanks.

  • Okay, so I know how to do object positioning through a plugin, but I've kind of got a snag. Here's the relevant code from my IK plugin:

    // Correctly position the second bone
    objBT->info.x = objBO->info.x + cos(objBO->info.angle / R) * (objBOW + RD);
    objBT->info.y = objBO->info.y + sin(objBO->info.angle / R) * (objBOW + RD);[/code:7gn99nrj]
    This positions the second bone to the end of the first.  Everything seems to work fine for the most part.  Yet it doesn't.  
    
    If, using events, I have the first bone constantly positioned to another object, once the bones move too far from their starting position, the second bone will just disappear.  I can do a check on the coordinates for the second bone, but they're where they're supposed to be.  The thing just vanishes.  Is this a flaw in my coding, or a bug in Construct?
  • <img src="http://img195.imageshack.us/img195/760/rich.png">

    Congrats.

  • I finally got around to fixing this. Or rather, I completely rewrote the plugin. I added some error checking, and everything works perfectly now.

  • Okay, it doesn't work quite as I thought. In that case, I wholeheartedly endorse this feature request.

  • So are all the physics based actions broken in this release? I mean things like add force(to position) and set force(to position). They certainly don't appear to be working right for me, just wondering if it was a known issue.

    They seem to work for me. You should post a CAP in the uploads section so somebody can take a look at it.

  • Would zooming the layer not work for some reason?

    This.

    I originally thought that zoom merely enlarged the image, losing the parallax effect of a moving camera. Turns out it just moves the camera up and down along the Z axis.

  • Kick ass. Congrats, guys.

  • Not at the moment. It's planned for a future version, though.