Djordhan's Recent Forum Activity

  • Oh

    Ehm

    Jay!!

    Will it run on my NES ? Kiddin.. But I'd love to find an adapter for the NES controller > USB and play Outcry all night!!

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  • deadeye, I want to play that! Give it to meeeeeeeeeeeeeeeeee!

  • Well, thank you!!! Exactly what I need.

    Next time you have 5 minutes of free time I would appreciate if you could explain your little magic to me

    Thanks a lot!!

  • Well, my guess would be that it doesn't check for overlapping during the loop.

    In the layout, if you raise the objPlayer object manually by 5 pixels (should now be at 41 on Y axis), you'll see that the player stops correctly because it's right after a loop.

  • In which version did you do the .cap ? I'm on R1 and can't open the file.

  • Aaaah what was I thinking! Sorry.

    I'm using Visual C++ 2008 VC9 and I get these error messages:

    [quote:10ey5uj1]Warning: compiler or settings not compatible with Construct Runtime ABI. Enabling workaround functions. See SDK docs on 'Runtime ABI'.

    [quote:10ey5uj1].\Main.cpp(184) : error C2039: 'GetControlState' : is not a member of 'VRuntime'

    c:\program files\scirra\sdk\newkey\..\..\Common\VRuntime.h(136) : see declaration of 'VRuntime'

    [quote:10ey5uj1].\res\ConstructSDK.rc2(18) : fatal error RC1021: invalid preprocessor command 'doc3'

    Thanks

  • Yeah I know the tutorial covers the basics of any kind of plugin.

    The problem is that handling the keyboard device seems to be a bit more complicated than having 2 color values. I know that the same concepts apply no matter what your plugin does but after looking at the standard mouse and keyboard plugin, I don't have the skill to do it from scratch, so I'd like to modify the standard plugin and add an expression to retrieve which key is pressed. (Even that I'll have to dig the internet to find out how to do it, I'm no programmer )

    The problem is that I can't build the plugin, some things must have changed, for example, there's no action/condition/expression files, they're all in the main.cpp.

  • Hello guys,

    I've been trying to add an expression to the Mouse & Keyboard plugin but I failed miserably.

    I downloaded the plugin but I can't get it to build with VS2008. I just download the latest SDK so I guess some things changed since the last official build of that plugin.

    All I need is an expression to retrieve the key that has been pressed. Even that, I wouldn't really know how to do it since the only tutorial I found about making plugin was about a coloring sprites.

    I checked in the main.cpp and I quickly realized that it was a bit more complicated that just ADDEXP(Bla bla bla ExtObject::GetKey()).. And I wouldn't have any idea what to put into GetKey() anyway..

    Should I have to get an older version of the SDK to build the plugin ?

    Thanks a lot folks.

  • Well at first I thought that was it!

    But whenever I want to retrieve the key name or the key code, I must provide either the key name of key code, there's no way to simply get pressed key..

  • Hi there,

    Is there an update for the Keyboard plugin that would have an expression to let me retrieve the key that has been pressed ?

    I want to trigger different events on each keyboard key and I don't really want to make a separate event for each. If I could do something like that:

    On any key pressed

    -Sprite: Value 'Letter'

    -Equal to Keyboard.Key

    ..would trigger action on that sprite.

    Thanks!

  • Yeah you're right, but I agree that couldn't open all .cap if I don't have all the plugins used by everyone, only to verify that people aren't violating THE rule.

    I trust you guys!

    Well, I updated the main post and that's how it will remains until the end.

  • Alright then, forget the .cap.. I agree, I wouldn't provide the source myself..

    But I keep the One Layout rule. Don't worry the rule will be different each time.

    That specific rule came to me while trying to create a game menu, options, credits and tutorials within the game level itself. So I'm curious how people will introduce the game without a separate menu layout. (even if it's not that hard to make it in the same layout..)

    Does it make more sense ?

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Djordhan

Member since 14 Apr, 2011

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