Luomu's Forum Posts

  • I can definitely expose the raw data from Motion Plus, though someone else has to test as I don't have a MP yet.

  • == Actions ==

    Connect (connect to the first available remote)

    Disconnect

    Set report level (buttons only/+accelerometer/+infrared, higher settings use more power, balance board does not use this setting)

    Set rumble (on/off)

    Set LEDs (1/0 for each led)

    Set joystick deadzone (0.0 - 1.0, default 0.03, 1.0 would filter out everything )

    Reset weight calibration (recalibrate BB at rest)

    == Conditions ==

    Connected

    Connection lost

    Button pressed

    Button down

    Button released

    Nunchuk connected

    Is balance board (checks if this remote is actually a BB)

    == Expressions ==

    Pitch (In degrees -180 to 180)

    Roll (In degrees, -90 to 90, 0 is level, remote can't detect upside-down)

    Orientation X

    Orientation Y

    Orientation Z

    Acceleration X

    Acceleration Y

    Acceleration Z

    Battery level (percentage)

    IR X (interpolated 0-1.0 from all leds)

    IR Y (same as above)

    IR Z (Estimated led size, very rough)

    Raw IR X (led number 1-4)

    Raw IR Y (led number 1-4)

    IR Report level

    LED status (Sensor bar led groups seen, bar has 2 but remote can track 4)

    Update age (in milliseconds, if age is too much orientation data might be

    unreliable)

    Joystick X

    Joystick Y

    Nunchuk pitch

    Nunchuk roll

    Nunchuk acceleration X

    Nunchuk acceleration Y

    Nunchuk acceleration Z

    Nunchuk Orientation X

    Nunchuk Orientation Y

    Nunchuk Orientation Z

    Nunchuk Update age

    Nunchuk Deadzone X

    Nunchuck Deadzone Y

    Total weight (in KG)

    Top left weight

    Top right weight

    Bottom left weight

    Bottom right weight

  • Download here! Contains plugins and a test .cap. Link Updated 15. Jun 2010

    Source code here!

    Earlier this year I made a plugin that enables using a Wii remote in construct applications via bluetooth. Mostly it worked well but there was also issues I couldn't overcome. In addition, the Wiiuse API I used stopped being updated.

    I have started again, with cleaner code and a new API, Wiiyourself. It doesn't provide as nice readily-processed data as Wiiuse but has more functionality and is still in development. I didn't reuse anything from the old plugin so it's back to square one. No extra .dll is required any more.

    Requirements:

    • Wii remote
    • A bluetooth adapter
    • Wii sensor bar or similar infrared source for pointer functionality

    (two candles should work... )

    I have a cheapo Billionton bluetooth adapter. It uses the Toshiba bluetooth stack. I can't give instructions for every adapter out there but the procedure is usually similar: Hold 1+2 on your Wiimote until the lights begin to blink and tell your adapter to look for new BT devices. It's a relatively painless procedure but must be done every time you start your PC. The connect command on the plugin itself takes only a second.

    This first release has support for all the remote buttons (can be used as controls) and raw data from accelerometer + IR pointer. While gesture recognition (shaking, swinging) would be nice it's not trivial.

    Known issues:

    • Pointer does not correct for rotation
    • Values could be smoother

    Also worth noting: unlike the Xbox360 pad plugin, you need to add a new Wiimote plugin for each remote. This avoids have a controller number parameter in every ACE.

    (ACE list in next post)

  • The 99.3 SDK is not up to date, but I grabbed the latest Common folder off CVS and it should work now.

  • How can I add use controls in my plugin? Xbox pad plugin seems to use SetControlState/GetControlState for that but the SDK does not seem to be up to date in that regard.

    I see GetControlVK/GetControlDIK methods but how do I set a control?

  • Which bug was that? I think I marked a bug similar to that as 'can't reproduce', so you'd need to provide a way for me to reproduce it.

    t was this one and it's been automatically closed for inactivity. It's hard to fix without being able to reproduce it, but the fact remains that some change between 99.3 and 99.4 made the runtime Sprite crash on some hardware/software configurations

  • Depends on the plugins used. A simple app with sprites run but XAudio needs DLL's which I can't get with Winetricks.

  • I'm experiencing problem with this version, addition of just one sprite crashes game when run.

    so I made this exe file, just one sprite on a white background. Could any of you try running this file to see if there is a bug? I want to know if it's construct problem or something with my hardware/dx install?

    http://rapidshare.com/files/263192528/bug.exe.html

    can run this under Wine but not on the Windows machine I am experiencing Construct problems...

  • and I deleted old version. where can I get old Construct?

    url=http://sourceforge.net/projects/construct/files/]Behold, all the past versions are available here

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  • I can't run a project if it has even one Sprite object on it. Happened in 99.4 too.

    I even tried a silly fix of copying the functional Sprite plugins from 99.3, but same error.

    This bug is already on the tracker.

  • [quote:12bpqvrq]It's especially nice as a layer effect.

    Too bad you cant apply it to individual objects that way.

    h? Of course you can. Like in the picture above.

    And if you add it as a layer effect and then as a couple of per-object effects you get several outlines

  • This is the "Yes I still intend to get back to and finish this" post

  • This was a 15 minute job so I'm not surprised if someone hasn't done already -- at least I tried searching first

    I modified the Outline effect to have a Red/Gree/Blue/Alpha parameter (in percent).

    <img src="http://paahdin.com/projects/construct/plugins/lol.png">

    Download Coloured Outline.fx here

  • Nice to see so much positive response! We (the other guy being Riteksi a few posts above, welcome to the forums) sure worked hard on this.

    The game definitely draws some inspiration from roguelikes, including that you are supposed to die a lot. The original plan included things like dropping less valuable treasure in favor of better loot, but right now you just grab everything. Having random elements was an absolute must because I wanted to make a game I myself could play without knowing what's behind every corner.

    The level generation (as are a couple other things) is done with C++, and is based on Jamis Buck's D&D dungeon generator. It's probably not flexible enough for every project, but I might put up the plugin+source in case someone wants to dig into it.

    There's also a Crimsonland-style minigame there. It's not very well hidden, but apparently no one has noticed it. I used to play it whenever I got frustrated with Construct or something

    I'll make a 1.5 release with fixes and more feature sometime in the near future and post it to at least Construct Corner.

  • <img src="http://paahdin.com/kolumbo/media/logo.gif">

    The ruins of Kolumbo are all that's left behind of a mysterious civilization. Legends of incredible treasures and priceless artifacts attract fortune-seekers from everywhere. Only the greediest and most brave adventurers dare to enter the seemingly endless mazes, infested with weird creatures.

    <img src="http://paahdin.com/kolumbo/media/sshot04.jpg">

    The goal is to collect all the (also random) treasures in the maze and return to the exit. Don't be too greedy! If you don't know when to quit you will just fall victim to the many monsters prowling the hallways.

    Move your character with WASD. Hold right mouse button to draw your weapon and click left mouse button to fire. Your movement speed is reduced while a weapon is drawn. You can switch between a pistol and a shotgun by pressing Q.

    Pick up treasures by walking over them. Stand over the exit symbol and right-click to exit the dungeon. Stay out of the enemies' sight to save ammunition.

    The HUD shows the direction to the exit, the number of treasures remaining, your health and remaining ammunition.

    This is a "one-week project" that took our two-man team couple of months mostly because of the lack of free time. This release includes most of the features planned in the beginning.

    <img src="http://paahdin.com/kolumbo/media/sshot06.jpg">

    Some Features:

    - Random levels (with adjustable parameters)

    - Random treasures

    - Mostly original soundtrack

    - High scores

    Download (13MB)