R0J0hound's Forum Posts

  • The Construct IDE is the only thing that needs the ProfUIS library. The runtime and plugins can be built without it.

    standby for furthur action...

  • I've never had collision detection issues like that.

    How are you checking for collisions? Are you using "overlaps at offset" at all?

  • It seems that the "Add target" action selects from all the "enemy" type not just the currently selected enemy.

    A solution would be to add the object type of the selected object as a target instead of the family.

    Edit the "Add Target" action and right click "object to target" and select use expression. Now you can choose an object by their OID (object id), which is different for each object type. Next type in "Enemy.OID". The "OID" expression with families returns the OID of of the actual object, not the family.

  • [quote:2o457nu4]Whats the 'Tracker', i assume its a post for bugs? How do i go about reporting this error.

    See How to post bug reports

  • I can make an image larger than the screen resolution without issue. I suspect it may be an issue with the graphics card. What graphics card do you have and how much VRAM is on it?

  • Is now fixed for next build. Good find!

  • Here is an example for that first aspect that may be helpful:

    http://dl.dropbox.com/u/5426011/examples4/createOnObj.cap made in 0.99.97

    [quote:iyz7kjc4]I also have no clue on how to make them 'unique' after their creation, so I can deal with them each for their own. Any help would greatly be appreciated.

    Try the system condition "for each".

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  • The best reference is just plain events. The first param is the controller (1-4).

    With the "control is down" condition, param 2 is a combo box to select a button. Parameters that were combos in the events are an index in python, 0 for the fist line and so on. "Button B" would be 13. I imagine it works the same way with "ButtonState" but since I don't have a controller I can't test it.

    So this should test button B on controler 1:

    Xbox360Controller.ButtonState(1, 13)

    I hope I'm not derailing this thread too much but here's another easier way to be able to build plugins without the large sdk downloads.

    Installing visual c++ express and construct's SDK still are necessary steps.

    Next I found that all that was needed from the MFC and ATL libraries was the CString class.

    You can find a free replacement here, just 36kb .

    Copy "StdString.h" from that zip to the "/Template Win32 VC8-9 Static/" folder.

    Edit "StdAfx.h" and comment out these two lines:

    #include <atlstr.h>
    #include <atltypes.h>[/code:2jvgwa5p]
    and add these two lines:
    [code:2jvgwa5p]#include "StdString.h"
    typedef CStdString CString;[/code:2jvgwa5p]
    
    Next:[url]http://sourceforge.net/apps/mediawiki/construct/index.php?title=How_To:_Create_a_plugin[/url]

    [quote:zs0pcldj]Here's one question to all who already work on plugins, and please don't be annoyed.

    I saw the thread, where it is explained that you need something for VS Express in order to work on plugins. But I really don't get it. There's something like a 600 MB download, but then again you only need certain parts of it. I don't even know, what functionality it has. And where to install them and how to integrate them, so VS Express knows about it? Isn't there an easier way?

    After you install Visual C++ Express the only thing left for you to do to be able to build the plugin templates in th sdk is to get a hold of the ATL and MFC libraries. The ATL and MFC libraries are basically a gui toolkit that is included in the Full version of Visual Studio, but not the express versions.

    I was able to get an outdated version of those libraries that work from the WDK (Windows Driver Kit). Here is a link to the latest WDK ~600mb. I used a slightly older version that I can't download anymore, so hopefully the needed files are still there. You may also be able to get the same files from the "Windows? Server 2003 R2 Platform SDK" ~400mb, newer versions of the SDK don't have the files.

    Then all that left is to let Visual C++ Express know where to find the mfc/atl includes and libraries. This Link has a good explanation to how it's done.

    Also here is another post that may be useful in getting it working:http://www.scirra.com/forum/viewtopic.php?f=7&t=5600&start=10#p44745

    At this point you should be able to build the template plugins and many of the plugins in the SVN. There may be some code or settings you may need to tweak here and there to get it to work, but nothing major. If you want to be able to build the sprite plugin or construct's runtime you will also need the DirectX SDK August 2009 ~540mb.

    The only easier alternative is to buy Visual C++ then the only other file needed would be the directx sdk. If you have any other questions or problems let me know.

    -cheers

  • Some of the computer games that I played a lot when I was younger:

    Warcraft 1

    Biomenace

    Commander Keen

    Star Legions

    Space Quest

    Jetpack

    Wolfenstien 3d

    ZZT

    The Incredible Machine

    Yukon Trail

    Jazz Jackrabbit

    Liero

    Age of Empires 1

    ...

  • Windows controls such as button or editbox don't work with 'mouse over object', you can't even collide with them. A solution is to use a box object and attach it to the button and check if the mouse is over the button.

  • Just keep the moving platform at integer locations and the the player won't jitter.

  • Cool new features.

    If I add the solid behavior to an object I get this error at runtime:

    Assertion failure: Behavior id "solid" is missing.

    Edit:

    Also using Mouse,Keyboard or touch plugins seems to break the runtime. The screen is just grey.

    Using winxp sp3 and firefox 4.0.

  • Also if you use lerp(here.x,there.x,timedelta*2/3) instead the motion is about the same.