sglorz's Forum Posts

  • Good news, I've made some progress

    [quote:19hie3iy]But the fonts don't work anymore

    Ok, fonts are ok now. I have to do some cleaning and reduce the amount of "hack" I used to build this

  • [quote:30pmbfwd]

    EDIT:

    Also, it seems that the GUI objects all render in front of everything else. I added a sprite, and the sprite was hidden by the GUI, even when I put the sprite on a layer above the GUI. I don't know if this is fixable, but this was one of the main complaints about the Windows control objects.

    Ok, that's not good at all. If I can't resolve this, my plugin is useless...

  • thanks! But I still have a lot to do

  • Did you install last Input System plugin?

  • How skinable do you plan to make this? I noticed some rather complex looking GUI setups in the screenshots on the mygui page. Like this one here: http://info.wotgame.ru/files/screens/original/70.jpg

    My goal is to have it the same as the original, so to be able to do the same interface.

  • Crashed? Oh!

    Did you have the Media directory unziped? Does the exe file worked?

  • Hello all,

    What it does:

    It's a GUI based on MyGUI (see http://mygui.info).

    Integration in Construct is in progress. Only some of the objects are integrated to validate the concept.

    Feel free to play with it and look into the cap file and tell me what you think.

    Status 02/24/2011

    Done:

    • Complete render in Construct
    • Mouse & Keyboard management
    • GUI general management
    • Managers: Resources, Layout, Font, Language, Layer, Pointer, Skin, Clipboard
    • Widget: Button, Canvas, ComboBox, Drag & Drop container, EditBox, ImageBox, ItemBox, ListBox, Menu, MultiListBox, TextBox, Widget (itself)

    ToDo:

    • Widget: MultiListItem, PopupMenu, ProgressBar, ScrollBar, ScrollView, TabControl, TabItem, Window
    • Texture manager from Construct Sprite and Canvas: create / destroy / load / save / width / height
    • Construct Animation to MyGUI ResourceImageSet
    • Tools: FileSave dialog, ...
    • Examples
    • Progress bar frame rate independent

    Here are some screens from first example:

    How to use it:

    See the included examples, everything is in here. If more is needed, I will publish some howtos.

    BEWARE: You will need Input System v0.95b (or later) plugin for the test CAP files.

    Installation:

    Download the zip file and put the Plugin directory with the csx files into Construct's plugins directory.

    Download:

    http://sourceforge.net/projects/sglorzs ... files/CGUI

    Release note

    v0.2a

    -----

    • Bug: CGUI rendering is fully (I hope ) integrated in Construct.
    • Added option "FX used by any object", No = no object uses effect, Yes = at leat one object uses one effect. Usage of FX changes Construct behaviour on alpha transparency and then GUI windows aspect is modified. This option enables hacks in runtime code to keep GUI clean. I would be grateful if someone knows how to handle this otherwise or at least to find a way to know if any FX is used at runtime by an object.
    • Added CGUI_test.cap to test FX and scrollings.

    v0.1a

    -----

    First delivered version

  • Yes you can.

    I use the same Licence as Contruct (GPL).

  • Thank you, I've found and corrected the bug.

    So now, if value is too big, it will take the biggest one (e.g. last button number).

    New release 0.93b ready.

  • I may not be really partial in this, but you should use Input System in replacement of Custom Controls

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  • I know why it chrashed: when building plugins, don't mess up with the ACE table!

    All ACE entries must stay in the same order if you want to be able to load a CAP built with an older version of your plugin...

    Of course, missing entries are not allowed between 2 versions.

  • Good job !

    Would be great to have screenshots.

  • Hi all,

    Does any one tried the Force Feedback feature? I would like to know what you think of it.

    BTW, can an admin move my thread to "Work-in-progress addons" please?

    Thanks.

  • Ok, it wil be added in the next version (coming soon )

  • If you mean to have a specific control not triggered at will, you can't. You have to manage it in your cap file or clear all controls and set only the controls you need.

    I could add this functionality.