sglorz's Recent Forum Activity

  • 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

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  • 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

  • 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.

  • Ok it worked with 2 InputSystems, one for each layout, so you have to pass InputSystem configuration using Get/Set control configuration data and a temporary variable. Not very clean, but that should work

    Meanwhile, when I was testing this layout system, sometime It crashes with this message:

    "You can't have a layout object set to view it's own layout!".

    My example is here:

    http://www.box.net/shared/aoxqns0dkr

  • It may be glitchy, but I will look into it.

  • Your movement is done with a POV, so left+down is not the same as left and down, it's another event.

    POV has 8 events:

    Straight events: up, down, left, right, up+left

    Diagonal events: up+right, down+left, down+right.

    So you have to manage the diagonal events, so when pressing up+left or down+left, the object continues to go left.

    But, I have another solution: wait for next version

    After some thinking, if you're using movement behaviours (like platform movement for instance), I agree that having 8 directions for POV isn't usable. So, I think I will add a dynamic option and when it is set, the plugin will manage POV diagonal entries as two different controls. For example, If NW is pressed, it will trigger N then W.

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sglorz

Member since 27 Apr, 2010

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