zeno's Recent Forum Activity

    I guess i will just need to get the Windows DDK then, i was trying to avoid it due to the fact it is 619.8MB size but i guess there is no way around it.

    The only concern i have right now is the fact DDK seems to now be Windows Driver Kit Version 7.1.0 (the page you link to) which they now call WDK. Hopefully this has the same structure and will work ok though. Thanks for the help R0J0hound

    Thanks but this does not seem to fix anything with express -

    Particle plugin for example says -

    1>StdAfx.cpp

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

    1>E:\Program Files\Microsoft Platform SDK\Include\mfc\afxwin.h(1227) : fatal error C1083: Cannot open include file: 'afxmsg_.h': No such file or directory

    vector says -

    StdAfx.h(24) : fatal error C1083: Cannot open include file: 'atlstr.h': No such file or directory

    etc... Are you testing this with express by the way? If so what else did you adjust to make it build?

    Right now it seems more is needed than the DDK fix. Microsoft Platform SDK is a different structure to DDK but it seems to find some parts, since it's a different version i am guessing it might have a different setup also though so the same instructions might not apply correctly.

  • Nice

  • Also, are you using VS2008 Express? The express edition doesn't have all the necessary headers.

    Is it possible to make alternative source versions that don't need the ATL and MFC for the SDK so express could build plugins like particles, sprite and movements?

    I am having no luck building the SVN plugins with express -

    R0J0hound using Visual C++ Express with the Microsoft Platform SDK seems to not work, the DDK has a different structure so that fix method does not work with it.

    Do you know how to build the SVN plugins with C++ express and this library instead? thanks

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    Thanks, that tutorial is based on DDK however which is different to the Microsoft Platform SDK. I did attempt to use links to Microsoft Platform SDK instead but had no luck.

    When it says add the includes

    (DDK_directory)\inc\mfc42

    (DDK_directory)\inc\atl30

    i instead have -

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

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

    Yet for the library's it lists -

    (DDK_directory)\lib\mfc\i386

    (DDK_directory)\lib\atl\i386

    but i don't have those available so instead i did the alternative for what it has

    E:\Program Files\Microsoft Platform SDK\Lib

    E:\Program Files\Microsoft Platform SDK\Lib\Win95

    when building the Sprite plugin i am still getting errors however -

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

    \desktop\plugin sdk\sdk\sprite\..\..\Common\VEdittime.h(14) : see declaration of 'VEditTime'

    and i also tried the same with Vector but i get errors also -

    \desktop\plugin sdk\sdk\vector\StdAfx.h(24) : fatal error C1083: Cannot open include file: 'atlstr.h': No such file or directory

    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?

    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.

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zeno

Member since 21 Jan, 2011

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