scidave's Forum Posts

  • I only reviewed the video so far, but found it looked VERY cool retro style. Liked how seamless the explosions and firepower fit in with the game.

    I wasn't loving the background, but it is retro. Once I get a chance to play the game I'll comment more.

  • Yes, you can connect a Construct server (using Podsixnet) with a Blender Client using Podsixnet.

    I can't figure out from your example exactly what you want your server to do. It sounds like you are using it as a file server for a bunch of clients??

  • I'm looking forward to getting some time to try this out!

  • New version of plugin ready. This one adds window-capturing and auto-incrementing filename.

    http://www.box.net/shared/i28fdpvfj0

    Please let me know what other features folks would like to see.

  • In this case, since it doesn't need MFC I'll just rebuild with the win32 SDK.

    However, what if I had to use MFC? How do I know what the end user's system requires without using the "Use MFC in static library" and getting a 2MB plugin?

    Edit: I just rebuilt it with Win32 please try downloading and let me know how it works.

  • Try this...

    I should have a better build out in another week or so.

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  • Hey,

    Thanks Lucid and everybody's else help on the plugins. I'm still learning about how code integrates with Construct's plugin system, but it isn't as challenging as I originally thought!

    Here is a very early version of a screenshot plugin I am making. It only has one command right now, an action to take screenshot. The parameter for taking just the current screen doesn't work yet (it only gets the entire desktop), but I plan on adding that as well as adding option to name save file as well as auto increment the name of save file as you take more screenshots!

    http://www.box.net/shared/i28fdpvfj0

    UPDATE: Added window-capturing and auto-incrementing file saves. Fixed bug in save location, an file naming, added expression to get screenshot count.

  • ok, i figured out the problem with the plugin. It might have just been a stupid error (not selecting "use expression") but I now successfully am using it.

    Still having the problem with building in release mode. The runtime portion of the plugin is still getting an error as mentioned below.

    p.s. Are there any instructions on debugging a plugin at runtime?

  • Think I might be narrowing down at least the runtime/release build error for GetInfo.

    In internal.hpp the function is defined, but it has this config macro

    // EDITTIME

    #ifndef RUN_ONLY

    And the function below is grayed out.

    void WINAPI GetInfo(LPOINFO objectInfo)

    {

    objectInfo->MinimumVersion = MINIMUM_VERSION;

    objectInfo->ideFlags = IDE_FLAGS;

    }

    Still not sure why it compiles fine under debug mode.

    What does it mean in Visual Studio when there is a tiny little red circle with a minus sign sitting over the file name in the solution explorer? I'm using Visual Studio Pro 2010 and the project I coverted over was the MFC visual studio 2005 solution.

  • Thanks Lucid for the details. Unfortunately, everything still looks ok. On a separate note, I am getting an error when building for release mode (something about:

    ConstructSDK.def : error LNK2001: unresolved external symbol GetInfo

    Release/ConstructSDK.lib : fatal error LNK1120: 1 unresolved externals

    The whole debug/runtime/release mode settings for output and linker confuse the heck out of me. I still get a warning about output path being different than linker path even though they all seem to be the same. It compiles fine under the "Debug" build option.

    I zipped up the relevant source files if you have time to take a look:

    http://www.box.net/shared/dmdy4r6qta

    I'm at a loss at this point how to debug this. Is there a way to be able to debug the execution of this plugin?

  • I just built-up the example plugin to get started learning how to write these. Everything compiled fine and I was able to load the plugin with Construct.

    Then I followed all the steps in the tutorial to build the color gradient plugin with the setcolors actions and getcolor expression. The problem is when I select "Get Color" from the expression box nothing happens and the window just closes. Any ideas on what I'm doing wrong? I can't find any mistakes in the code.

  • This new plugin sounds really exciting!

  • Try reading the "Part4: Layout Transitions" off of this link:

    It covers different aspects of moving between layouts and should give you some ideas on how to do it. Basically, any object that is placed on a layout at build time will always be there when you return to it (even if you had previously destroyed it) and any object that is placed dynamically will always be gone when you return to it. The tutorial covers one way to address those problems.

  • You can call it just like it was a Python method: Sprite.Destroy()

  • What is the error you are getting? You could always parse the INI file with Python with a "for each line" type method.