Luomu's Forum Posts

  • Sorting an array is painful to do with events and Python still has issues. In any case, it would be nice to be able to sort an array using an action, numerically or alphabetically.

  • Hi guys!

    I copied the two plugin files on their correct folders (Plugin on Plugin, Runtime on Runtime).

    Can you guys have idea on what could I do to solve this?

    Ooohh crap. I forgot to include wiiuse.dll in the new release. It was in the first one. Download it here and place it in the runtime directory.

  • Oh yeah, I was using this operator yesterday with the text object...

    Set Text to Random(2)?"Shrubbery":"Marmalade"

    I expected it to return either "Shrubbery" or "Marmalade", but... It crashed.

    If you fixed it, I needn't worry anymore

    By the way, you can also do this with Arrays:

    {"One", "Two", "Bananas"} at Random(3)

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  • I don't think it's a problem as long as it doesn't claim to be officially related to Nintendo. For example, Quest3D, a commercial application development system comes with a Wiimote plugin.

  • Sorry, my mistake. The settings were at whatever the defaults are, so v-sync was on and it was not possible to reach ridiculous framerates (which would make the limit 60 instead of 50...).

  • If anybody is considering buying a Wiimote (and a BT adapter and some IR leds...) for just playing in construct, I would recommend importing them from Play Asia or similar store. At least around these parts the remotes are closer to 50� which is ridiculous. It's not a bad purchase even if you don't have a Wii, there's quite a bit of cool things to play around with.

    For the BT adapters, there's some kind of compatibility list here. It has to support BT 2.0. I just bought a random adapter and was lucky.

    Re: Framerate drop --

    I never noticed that, but then again my framerate was capped at 50. I hope it's something that can be optimized away at a later stage. The way wiiuse works I poll for events on every OnFrame() and return 1 ("keep calling"). Maybe not the best way.

    In any case, I'll do the interface first and then worry about the internals and code cleanliness. Even the wiimote api can be changed at a later stage, I just picked wiiuse since it was tiny.

  • New release! Features:

    • Pointing (x, y, distance from screen)
    • Button presses for all buttons
    • Wiimote Yaw, requires IR
    • Can set screen size, important to operate correctly
    • Set sensor bar location above/below screen
    • Enable/disable IR tracking

    <img src="http://www.paahdin.com/projects/wiimote/pointing.jpeg">

    I didn't think I would bother with IR tracking yet but I found out I already had a suitable "sensor" bar from my EMS Topgun lightgun. Otherwise I would've probably built my own wireless bar, it's just a few IR leds after all.

    I updated the example .cap. Press 1 on keyboard to enable pointing. Press A on the remote to keep spawning physics boxes where you are pointing.

    Problems:

    • Button presses are continuous
    • One time there was weird lag with everything and I had to restart construct. If the cursor appears very unresponsive restart construct.
    • Accelerometer values near 0 are still jumpy. Dunno if this is a hardware or API limitation.

    Download

  • This is a test release of my Wii remote plugin. It can read

    the roll and pitch accelerometer values from one remote.

    You'll need a Wii remote and a Bluetooth adapter. The connecting procedure depends on your adapter. Generally, you need to hold 1+2 on the remote for a couple of seconds and then start searching for BT devices. Hold the power button to turn off your remote afterwards.

    It uses the Wiiuse api (http://www.wiiuse.net) so the following things should be possible:

    • Support for 1-4 remotes
    • Accelerometer support
    • Button presses
    • IR camera tracking (pointing)
    • Nunchuck support: accelerometer and buttons

    I included a simple test .cap where you can rotate a box to shove some physics blocks around. You need to connect the remote before starting.

    <img src="http://paahdin.com/projects/wiimote/blockrotate.jpg">

    The values near 0 (level) are a bit jumpy, but smoothing should be easy to implement in Construct.

    Download wiimote.zip

  • Any tangible benefit for updating? I didn't want to update my plugin until the project was over to avoid any unforeseen hassle.

  • If I have a playing field the size of 2048x2048 and want to build a level out of 64x64 sized blocks, which one is more effective (with collision detection, pathfinding and such)?

    • just creating as many sprites as needed, say about 800
    • making one large canvas and drawing the tiles on it
  • It would be nice to have one of the movement behaviors on CVS next. I'd be particularily interested in extending the RTS behavior.