zeno's Forum Posts

    Well i installed the Microsoft Platform SDK for Windows Server 2003 SP1 as you say in your post. I still get missing file errors, for the ParticleSpray plugin for example it says -

    Warning: compiler or settings not compatible with Construct Runtime ABI. Enabling workaround functions. See SDK docs on 'Runtime ABI'.

    StdAfx.h(26) : fatal error C1083: Cannot open include file: 'afxwin.h': No such file or directory

    My default drive is E which could have something to do with this but i noticed i now have the MFC files here -

    E:\Program Files\Microsoft Platform SDK\Include\mfc

    I have the file AFXWIN.H in that folder so it should be working yet it won't.

    I have a feeling i just need to configure some paths but i am not sure how to do that. In the solution properties i noticed there were links to missing atlmfc and crt folders from i am guessing the location it would be for the commercial version of Visual C++, i added 3 new paths to the new folders but this does not fix it.

    I also added the MFC path to Linker > General - Additional Library Directories but again no luck.

    I am probably doing the linking wrong though maybe because with C++ i usually only work with SDKs which have not needed much configuration. So yeah it's still not building and i was guessing after installing it would find the ATL and MFC library's and i would be able to build with express but i guess not.

    Any ideas how i can fix this?

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    Thanks R0J0hound, i still get errors with the vector object however. If i build as Release it works fine, when it is Runtime i still get this error -

    1>Expressions.cpp

    1>.\Expressions.cpp(93) : error C2660: 'cr::point_base<T>::distance' : function does not take 1 arguments

    1> with

    1> [ 1> T=cr::cr_float 1> ]

    1>.\Expressions.cpp(107) : error C2660: 'cr::point_base<T>::angle' : function does not take 1 arguments

    1> with

    1> [ 1> T=cr::cr_float 1> ]

    So i think i will try the Windows� Server 2003 SP1 Platform SDK Web Install, hopefully it will work ok.

    [quote:xvhokotu]Where i had trouble was with plugin and movement source codes, i did the same thing that was needed for the template but it gives different errors.

    What are the errors? There may be a few things that may have to be tweaked. Also the fix was mainly intended to allow the template to be built. No doubt there will be issues when building the plugins from the SVN with the fix.

    I have had some time to test now, firstly with the template (no changes other than to make it work in express) it will build and also seems to run fine but there is 1 warning -

    LINK : warning LNK4224: /OPT:NOWIN98 is no longer supported; ignored

    Also for some reason while the plugin is built into the IDE > Plugins folder it creates a folder on my desktop with a structure like - Construct Compile\Sprite Object\Release\ConstructSDK.bsc but i am not sure what that is even for.

    With the "Text" plugin there is -

    Warning: compiler or settings not compatible with Construct Runtime ABI. Enabling workaround functions. See SDK docs on 'Runtime ABI'

    fatal error C1083: Cannot open include file: 'afxwin.h': No such file or directory

    In the StdAfx.h it seems it needs a load of MFC things. That also doesn't seem to have atlstr.h to replace, no doubt the reason for the Text plugin not working is it needs these.

    With "Sprite" i did the fixes but still got errors -

    .\Edittime.cpp(66) : error C2039: 'GetAnimationName' : is not a member of 'VEditTime'

    .\Drawing.cpp(120) : error C2039: 'GetAnimationName' : is not a member of 'VEditTime'

    With "Vector" i did the fixes and it has the errors -

    1>BSCMAKE: warning BK4502 : truncated .SBR file '.\Release\ConstructSDK.sbr' not in .\..\..\..\Construct Compile\Sprite Object\Release/ConstructSDK.bsc

    1>BSCMAKE: error BK1513 : nonincremental update requires all .SBR files

    for runtime it also gives errors -

    1>Expressions.cpp

    1>.\Expressions.cpp(93) : error C2660: 'cr::point_base<T>::distance' : function does not take 1 arguments

    1> with

    1> [ 1> T=cr::cr_float 1> ]

    1>.\Expressions.cpp(107) : error C2660: 'cr::point_base<T>::angle' : function does not take 1 arguments

    1> with

    1> [ 1> T=cr::cr_float 1> ]

    It seems most of the SVN plugins need the commercial version of Visual Studio C++ and the extra library's required otherwise it won't build but maybe there are ways around this.

    For some things like Text plugin they seems to still require the MFC library to work, also there is these .sbr requirements but i have no idea what they are.

  • Will this let us load custom syllable set ini files or will they all be built into the plugin?

    If they are all stored in the plugin maybe you could also have a lite version or something which just loads them for ini or a text etc instead, that would be quite useful and also good if you just wanted to make something simple.

  • There is already a few perlin noise plugins available.

  • not to gloat, but i doubt multimedia fusion, or game maker free edition could make any game coming close to Thumbs, and running a game of its computational and graphical complexity without a hitch.

    Constructs 3d options are quite good but i find they are more to display objects rather than make 3d games. As your Thumbs game is 3d style i would say you are wrong about that comment though, MMF2 and Game Maker actually have better 3d options than construct.

    MMF2 has a collection of OpenGL objects which allow you to make simple 3d games. For coders it also lets you code OpenGL with Lua however so technically the games could be similar to the results of unity or another 3d game engine if someone knows Lua code well enough.

    GM has also got 3d options which are quite good and it recently had a major update to it's 3d engine making it much faster -

    http://glog.yoyogames.com/?p=3265

    So Construct would be last in my opinion if you were to compare them for 3d however that should not even be part of the discussion because these tools mainly are for 2d games. For 3d people should probably just use something like Unity instead though.

  • Nice looking forward to testing this.

    With the cap examples maybe you could just post some in the Your tutorials & example files forum area because then they would remain separate but you could just link to the plugin pages. From your descriptions of the new plugins these sound like they are all made to work well together as a set, so some examples that are using them together would be great.

  • I can easily imagine some of us coming off as elitist when genuinely singing the praises of construct and contrasting it with lesser software, but to someone who didn't understand how clearly superior construct was in whatever respects, it would just sound like elitist fanboyism. as a matter of fact, that last sentence sounded pretty elitist...

    The reply's back at my post have a bit of that elitism vibe i was talking about but there is no need for anyone to try and convince me that construct is a great app because if i didn't agree with that i wouldn't even be posting on this forum. I like other game making software like GM also but i do agree with a lot of what you guys have said.

    All i was trying to say in my previous post is that is how most other people would see it reading that type of thing, when people post that type of fixed opinion that something is better it doesn't mean other people will agree, this is true for many things in life also. That quote sort of sums it all up though

  • To do a parallax effect click the layers and then on the left you should see the Properties for a layer. With that you can edit the Scroll rate values to change the scrolling speed for a layer and create the effect you want.

    I had deleted the edited versions source because it wouldn't build but the errors were something like it couldn't find a linked resource/code. The main impression i got from the errors were you have to build construct as a package and it would build multiple plugins rather than being able to build one at a time.

    The thing is even though it's open source i have never been able to build the construct source due to the fact it needed a commercial library (this might have changed?) and also i use Visual C++ Express. Up until recently i could not build with the SDK due to the required library's but the workaround from this thread fixed that and i now can but still no luck with the plugins from the SVN.

    The source i have is older though so it might simply be i need to update it, i will test when i have more time. Did the SVN plugins build ok for anyone else using Visual C++ Express? if yes were there many other changes that needed to be made also?

  • Thanks R0J0hound, this example is exactly what i wanted.

  • On the right side of the GUI at the bottom of the screen there are 3 tabs. Simply click the Layers tab and then the icon with a up arrow on it, this should add a new layer.

  • Tutorials are cool and everything but there are already loads of those available for construct and many cap examples also which are free. Usually the examples are documented well with comments and so there is not even any need to watch a video tutorial to make a simple space game etc.

    Also with free file hosting sites there are only a few i actually trust like box.net and dropbox as the others usually have a load of popup adverts and have been known to give people viruses etc, i simply don't click a link if not forum hosted and it's another one of them. I am guessing other people will have a similar view also.

    To be honest though i don't really think tutorials are a good way to make money. Usually they are made to help people rather than profit from them. You should probably just start making games instead and try to sell those, you could then have tutorials how to make various things from the games to help promote and boost the game sales.

  • I have seen 1 example i think by R0J0hound, the problem is that was to make a mouse trail effect and is not really useful for what i wanted to do.

    It seems to be used with the sprite distort options so maybe it is just used as a helper for that. I can find no information about how to use this object anywhere though.

  • The SDK works for me in express now but it won't build the plugins from the main construct build, i posted about that a while back here but nobody replied -