Jump to content


Photo

Wiimote Control


  • Please log in to reply
53 replies to this topic

#1 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 29 June 2009 - 02:26 PM

WiiMote Control version 2 BETA 1
Use the Wiimote in your Game Maker Game
Support multiple Wiimotes!

Need: Posted Image or Posted Image pro, I don't have test it on other versions.
.Net FrameWork
Bluetooth stack
Bluetooth software (Bluesoleil has problems, but I have Bluesoleil 6, has no problems)

The functions:
Version 2 BETA 1:
Go to my website.

Version 1:
WM_ConnectWiiMotes() 
Call this function first.
Returns number of Wiimotes
WM_DisconnectWiiMotes()
Call this function on the end.
WM_SetRumble(WiiMoteId,Rumble)
Rumble or not (true/false)
WM_SetLeds(WiiMoteId,Led1,Led2,Led3,Led4)
Led1 to 4: on or off (true/false)
Balance Board: led 1 is the led on the Power Button
WM_GetButton(WiiMoteId,button)
button: see in script (A is the same as the Power Button of Balance Board)
WM_CheckExtension(WiiMoteId)
Gets the extension:
0 Noone (I think)
2753560576 Nunchuck
2753561602 BalanceBoard
WM_CheckBattery(WiiMoteId)
Gets the battery level (0: empty, 200: full)
WM_GetAccelX,Y,Z(WiiMoteId)
Gets the Accel: about -1 to 1
WM_Nunchuck_GetAccelX,Y,X(WiiMoteId)
Gets the Accel: about -1 to 1
WM_Nunchuck_GetJoyStickX,Y(WiiMoteId)
Gets the Joystick Values
WM_Nunchuck_GetButton(WiiMoteId)
See script
WM_BalanceBoard_GetWeight(WiiMoteId,position)
See script
WM_BalanceBoard_GetCenterOfGravity(WiiMoteId,XorY)
XorY: 0= Get X, 1 = Get Y
WM_IR_Exists(WiiMoteId,SensorId (0 to 3)
WM_IR_X(WiiMoteId,SensorId (0 to 3)
WM_IR_Y(WiiMoteId,SensorId (0 to 3)
WM_IR_Size(WiiMoteId,SensorId (0 to 3)

How to connect:

Start up your Bluetooth software and have it search for a device.
Hold down the 1 and 2 buttons on the Wiimote. You should see the LEDs at the bottom start flashing. Do not let go of these buttons until this procedure is complete. If pairing the Wii Fit Balance Board, open the battery cover on the underside of the balance board and hold the little red sync button.
Wiimotes should show up in the list of devices found as Nintendo RVL-CNT-01. Balance Boards will show up as Nintendo RVL-WBC-01. If it's not there, start over and try again.
Click Next to move your way through the wizard. If at any point you are asked to enter a security code or PIN, leave the number blank or click Skip. Do not enter a number.
You may be asked which service to use from the Wiimote. Select the keyboard/mouse/HID service if prompted (you should only see one service available).
Finish the wizard.

from http://blogs.msdn.co...14/1879033.aspx


It's my first DLL!!!
If you find Issues, tell me!

Thanks to:
Brain Peek, for his WiiMoteLib
Freaked, for his help on GMC
The Cool Gamer, for his GM .net layer

Posted Image Download Posted Image

Dutch version

Update 1:
IR is now supported.

Update 2:
The balance board works now correct.

Mr. Wolf

Edited by Mr. Wolf, 13 September 2010 - 02:27 PM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#2 Revel

Revel

    ɹǝqɯǝɯ ɔɯƃ

  • GMC Member
  • 4935 posts
  • Version:GM8

Posted 29 June 2009 - 08:50 PM

This has already been done here, but maybe this one is better. I don't have a wii remote but good luck :D
  • 0

#3 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 29 June 2009 - 09:00 PM

does this support the wiimotes speaker,
and does it support MULTIPLE wiimotes?
how about the IR bar? if so, this pwns!

But like Revel says, there is already a wiimote gex that can do most of the stuff listed above.

Edited by Caniac, 29 June 2009 - 09:01 PM.

  • 0

#4 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 30 June 2009 - 06:39 AM

It doesn't support sound, but it DOES SUPPORT MULTIPLE WIIMOTES!!! (Giimote only in beta)
Now it supports IR :P
:P Mr. Wolf :D

Edited by Mr. Wolf, 05 July 2009 - 02:50 PM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#5 tdmgames

tdmgames

    GMC Member

  • New Member
  • 1641 posts

Posted 30 June 2009 - 11:24 PM

Cool, I will be checking this out tomorrow. Giimotes creator kinda stopped working on it I think... InfraRed would be good, and speaker also. I will be watching this very closely :)
  • 0
OH Balls!

Domain change: If any of my links do you not, please PM me and I will send you a working link :)

t3mp3st+Me+BMG = t3mp3st's edited avatar with changing colour effect.

#6 Spikehead777

Spikehead777

    GMC Member

  • GMC Member
  • 496 posts
  • Version:GM:Studio

Posted 01 July 2009 - 10:09 AM

Sweet. I'm not using this right away, but I may later. It depends on how far one of my current projects goes.

If you need information on where you can find tech specs for the GH:WT guitar or drums or the GH3 guitar, as well as the nunchuck, Wii Motion Plus, or classic controller, let me know, I'll PM it to you.

It'd be nice being able to play a game or two with built-in Wiimote support instead of having to use GlovePIE and PPJoy together to emulate key presses or joystick button presses. XD
  • 0

#7 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 01 July 2009 - 04:31 PM

Oh Boy!!!
I am very excited about this, perhaps you can add IR and sound soon? :huh:

Oh Cool, IR is supported now too? wow, this is geting even better then ever!

Edited by Caniac, 01 July 2009 - 04:34 PM.

  • 0

#8 ApplePiePod

ApplePiePod

    GMC Member

  • New Member
  • 406 posts

Posted 01 July 2009 - 08:52 PM

The balance board functions do not seem to work.
  • 0

#9 michael pw

michael pw

    GMC Member

  • GMC Member
  • 1488 posts
  • Version:GM8.1

Posted 01 July 2009 - 09:03 PM

whats IR?

i used a script to make asort of laser pointer with giimote using the acceloerometers, just some hints for the people using this.
  • 0

Known as MishMash on the internet, If only my username could be changed :D?

Posted Image

Working on Sharp Edge, a 3D Level designer which exports to GMMOD and textures, with a vast toolset, and fancy GUI. ( So far, software is only going to be distributed with my game, in the future, it will be up for public use and with the ability to customise the software using the Plugin System to suite your games needs.)
Also working on 3D Multiplayer FPS Global Anarchy Denied Operations.


#10 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 01 July 2009 - 11:44 PM

InfaRed, like the wii sensor bar.
  • 0

#11 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 02 July 2009 - 06:27 AM

The balance board functions do not seem to work.

I see,
After update 2 it should work, please try that out.

:skull: Mr. Wolf :)

Edited by Mr. Wolf, 02 July 2009 - 09:53 AM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#12 MetroidMan347

MetroidMan347

    GMC Member

  • GMC Member
  • 837 posts
  • Version:GM:Studio

Posted 03 July 2009 - 04:30 AM

My bluetooth connection doesn't work. :whistle: The Wii Remote just keeps blinking... And blinking and blinking and blinking and... you get the idea. Not that I could use it anyway, I don't have Pro. :unsure: lol
  • 0

#13 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 03 July 2009 - 05:52 PM

My bluetooth connection doesn't work. :P The Wii Remote just keeps blinking... And blinking and blinking and blinking and... you get the idea. Not that I could use it anyway, I don't have Pro. :P lol

It should blink!

:rambo Mr. Wolf :P
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#14 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 03 July 2009 - 05:54 PM

My bluetooth connection doesn't work. :P The Wii Remote just keeps blinking... And blinking and blinking and blinking and... you get the idea. Not that I could use it anyway, I don't have Pro. :P lol

It should blink!

:rambo Mr. Wolf :P

it blinks, until you use the led set function.
  • 0

#15 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 03 July 2009 - 06:12 PM

My bluetooth connection doesn't work. :P The Wii Remote just keeps blinking... And blinking and blinking and blinking and... you get the idea. Not that I could use it anyway, I don't have Pro. :P lol

It should blink!

:rambo Mr. Wolf :P

it blinks, until you use the led set function.

If you call WM_ConnectWiiMotes() Wiimote 1 led 1 is on, Wiimote 2 led 2 is on...
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#16 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 03 July 2009 - 06:56 PM

thats odd, my wiimotes won't work! but they work fine when I use the other wiimote program.
  • 0

#17 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 03 July 2009 - 07:01 PM

thats odd, my wiimotes won't work! but they work fine when I use the other wiimote program.

My wiimotes work fine!

:rambo Mr. Wolf :P
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#18 tdmgames

tdmgames

    GMC Member

  • New Member
  • 1641 posts

Posted 03 July 2009 - 07:01 PM

thats odd, my wiimotes won't work! but they work fine when I use the other wiimote program.


Try reconnecting WiiMotes...
  • 0
OH Balls!

Domain change: If any of my links do you not, please PM me and I will send you a working link :)

t3mp3st+Me+BMG = t3mp3st's edited avatar with changing colour effect.

#19 pixelpig

pixelpig

    GMC Member

  • New Member
  • 805 posts

Posted 03 July 2009 - 08:00 PM

It doesn't support sound, but it DOES SUPPORT MULTIPLE WIIMOTES!!! (Giimote not)
Later I make IR :rambo
:P Mr. Wolf :P

Incorect the latest giimote does do multiple wiimotes. (BETA)

Cool, I will be checking this out tomorrow. Giimotes creator kinda stopped working on it I think... InfraRed would be good, and speaker also. I will be watching this very closely :P

Giimotes creator is having a few problems.
  • 0
Click here to PM me if you need help.
Person #6, "Rolfero" -Put this in your sig but add 1 to the Person and mention who you got it from...(only on the GMC)
Decrypt This Challenge: Decrypt this file and PM me the outcome. You will appear on My sig :o (Hint, It has something to do with gamemaker)
upurload.com

#20 MetroidMan347

MetroidMan347

    GMC Member

  • GMC Member
  • 837 posts
  • Version:GM:Studio

Posted 03 July 2009 - 09:50 PM

When I hook it to my bluetooth it doesn't stop blinking even when I run my test program. It SHOULD light up LEDs 1 and 3 when I press A, and 2 and 4 when I press B. Instead it just keeps blinking and... well... you know the rest from my earlier post. I'm sure it's great sooooooo... good job making a DLL.
  • 0

#21 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 04 July 2009 - 08:57 PM

thats odd, my wiimotes won't work! but they work fine when I use the other wiimote program.


Try reconnecting WiiMotes...

but the strange thing is, it knows how many wiimotes are avalible :/
I reconnected it again, same result.

Edited by Caniac, 04 July 2009 - 08:58 PM.

  • 0

#22 tdmgames

tdmgames

    GMC Member

  • New Member
  • 1641 posts

Posted 04 July 2009 - 09:23 PM

thats odd, my wiimotes won't work! but they work fine when I use the other wiimote program.


Try reconnecting WiiMotes...

but the strange thing is, it knows how many wiimotes are avalible :/
I reconnected it again, same result.


That it rather odd, sometimes the WiiMote kinda just gets caught up with one application only, and doesn't allow use in other applications, restarting solved this problem for me...
  • 0
OH Balls!

Domain change: If any of my links do you not, please PM me and I will send you a working link :)

t3mp3st+Me+BMG = t3mp3st's edited avatar with changing colour effect.

#23 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 05 July 2009 - 02:47 PM

When I hook it to my bluetooth it doesn't stop blinking even when I run my test program. It SHOULD light up LEDs 1 and 3 when I press A, and 2 and 4 when I press B. Instead it just keeps blinking and... well... you know the rest from my earlier post. I'm sure it's great sooooooo... good job making a DLL.

game/room start
if WM_ConnectWiiMotes() = 0
{
show_message("please connect your Wiimote(s)")
game_end()
}
step:
if WM_GetButton(0,0)
{
WM_SetLeds(0,true,false,true,false)
}
else if WM_GetButton(0,1)
{
WM_SetLeds(0,false,true,false,true)
}
else
{
WM_SetLeds(0,false,false,false,false)
}
game/room end:
WM_SetLeds(0,false,false,false,false)
WM_DisconnectWiiMotes()

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#24 MetroidMan347

MetroidMan347

    GMC Member

  • GMC Member
  • 837 posts
  • Version:GM:Studio

Posted 05 July 2009 - 05:44 PM

No. It's a GlovePIE program, and I don't have Pro so I can't use DLLs. Besides, it doesn't even connect at all anymore. Whatever. I don't care. I have a DSi and that's much better then cheap emulation (GlovePIE, Not your DLL) of the Wii. Though it is kinda nice when it works. But, whatever. I've given up on trying to connect it anymore. Someone in either Caniac or Leaf's topic had the same continuous blinking problem. Can't remember which one it was though.
  • 0

#25 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 26 July 2009 - 05:49 PM

(maybe) comming soon: GM 8 version with trigger events.
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#26 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 26 July 2009 - 06:51 PM

No. It's a GlovePIE program, and I don't have Pro so I can't use DLLs. Besides, it doesn't even connect at all anymore. Whatever. I don't care. I have a DSi and that's much better then cheap emulation (GlovePIE, Not your DLL) of the Wii. Though it is kinda nice when it works. But, whatever. I've given up on trying to connect it anymore. Someone in either Caniac or Leaf's topic had the same continuous blinking problem. Can't remember which one it was though.

nope, my topic is just an action library. It must have been in Leif's topic.
  • 0

#27 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 01 August 2009 - 10:08 AM

I'm going to make it in not .NET, but I search a VB.net to C++ or Delphi translator does someone knows one?????? ::lmao::

:lol: Mr. Wolf :P

Edited by Mr. Wolf, 03 August 2009 - 08:05 AM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#28 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 05 September 2009 - 01:23 AM

any progress here lately?
  • 0

#29 petersvp

petersvp

    GMC Member

  • GMC Member
  • 129 posts

Posted 21 September 2009 - 11:20 PM

It works with my Wiimotes.

P.s. Can you please make GM6 version? Else, I will make it :]
  • 0

#30 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 25 September 2009 - 07:20 PM

It works with my Wiimotes.

P.s. Can you please make GM6 version? Else, I will make it :]

I don't wan a make that, I don't have :) . So, maybe you wan a make it?
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#31 death-droid

death-droid

    GMC Member

  • GMC Member
  • 2600 posts

Posted 26 September 2009 - 12:51 AM

A better way to do this is build it off a non .net wiimote library like the Wiiuse source code.
Wiiuse is used in the libogc for wiimote support so the one on the wiiuse website is kind of out of date. ^_^
Already began work on it :GM074:

Edited by death-droid, 27 September 2009 - 11:24 AM.

  • 0

Posted Image


#32 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 08 October 2009 - 06:46 PM

A better way to do this is build it off a non .net wiimote library like the Wiiuse source code.
Wiiuse is used in the libogc for wiimote support so the one on the wiiuse website is kind of out of date. :whistle:
Already began work on it :)


If you wanna translate (VB.net to C, Delphi, Pascal) my code, PM me, I'll pm you the code back.
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#33 Rafferty97

Rafferty97

    GMC Member

  • New Member
  • 268 posts

Posted 18 December 2009 - 12:42 AM

For the accelerometer functions for the wiimote, you can ony use the first wiimote regardless of what you set for the first argument.
You accidently put:
return layer_function(global.testclass,"WM_GetAccelX",ty_real,1,0)
when it shoud have been:
return layer_function(global.testclass,"WM_GetAccelX",ty_real,1,argument0)

It's a simple fix.

-Rafferty97
  • 0



Want a place on the internet to put your files? Get 40mb free at Host-a.net
Gm member since 2007

#34 RichStrong

RichStrong

    GMC Member

  • GMC Member
  • 20 posts

Posted 24 January 2010 - 01:09 PM

I don't understand, can you use the pointing facilities?
  • 0

#35 Schyler

Schyler

    Noskcirderf Derf

  • GMC Member
  • 2680 posts
  • Version:GM:Studio

Posted 24 January 2010 - 01:39 PM

I don't understand, can you use the pointing facilities?

The WiiMote has no pointing facilities. It's all a mind trick. Next time you play your Wii on your television look at the way the sensor reacts. It's the infrared ray from the end of the remote that creates a vector. All the Wii does is draw a line across that vector and measure the angle. The rest just comes from a compass sensor in the Wii Remote.

Regards,
-Schyler-
  • 0

#36 RichStrong

RichStrong

    GMC Member

  • GMC Member
  • 20 posts

Posted 08 February 2010 - 04:21 PM

I know that is a mind trick. I just want to know how to find out the pointing position. This is what I saw on Wiibrew:
A rough pointing position can be found using the following formulas:

Rotation = Math.Atan2(Accelerometer.Z, Accelerometer.X) - (float)(Math.PI / 2.0);

Position = (1 - Midpoint.x, Midpoint.y);

Position.Subtract(0.5,0.5);
Position.Rotate(Rotation);
Position.Add(0.5,0.5)

But there is no Atan2 argument in GML. So what is the code? I want to make a game in which you point at the screen, aim and shoot. But I don't know how to calculate the pointing position.
Please help me!
  • 0

#37 Caniac

Caniac

    The #1 Caniac

  • New Member
  • 2622 posts

Posted 08 February 2010 - 08:25 PM

I know that is a mind trick. I just want to know how to find out the pointing position. This is what I saw on Wiibrew:
A rough pointing position can be found using the following formulas:

Rotation = Math.Atan2(Accelerometer.Z, Accelerometer.X) - (float)(Math.PI / 2.0);

Position = (1 - Midpoint.x, Midpoint.y);

Position.Subtract(0.5,0.5);
Position.Rotate(Rotation);
Position.Add(0.5,0.5)

But there is no Atan2 argument in GML. So what is the code? I want to make a game in which you point at the screen, aim and shoot. But I don't know how to calculate the pointing position.
Please help me!

cool, great script!
http://idlastro.gsfc..._help/ATAN.html

Also, I am pretty sure its Atan Times 2 Times whatever.
  • 0

#38 RichStrong

RichStrong

    GMC Member

  • GMC Member
  • 20 posts

Posted 09 February 2010 - 10:31 AM

Thanks a lot!!! I won 1st prize in Computer Science project

Edited by RichStrong, 12 February 2010 - 02:02 AM.

  • 0

#39 blackopient

blackopient

    GMC Member

  • New Member
  • 1 posts

Posted 25 February 2010 - 02:35 AM

Hello a quick question.
I'm using BlueSoleil 6 and everything is working fine with both of my Wiimotes and Wiimote Control in Game Maker but one thing.

When I write the following code, it prints out the values of the first wiimote only for both readings.

[codebox]draw_text(10,200,"Left");
draw_text(10,250,"("+string(WM_GetAccelX(0))+","+string(WM_GetAccelY(0))+","+string(WM_GetAccelZ(0))+")");
draw_text(10,300,"Right");
draw_text(10,350,"("+string(WM_GetAccelX(1))+","+string(WM_GetAccelY(1))+","+string(WM_GetAccelZ(1))+")");[/codebox]
and when I test to see what value the 2nd (1) Wiimote has it always reads from the first one.

Any idea on what's going on here?

Thanks

Edited by blackopient, 26 February 2010 - 02:24 AM.

  • 0

#40 death-droid

death-droid

    GMC Member

  • GMC Member
  • 2600 posts

Posted 05 March 2010 - 08:23 AM

If anyones interested i can provide the source code for my wiimote plugin that doesn't require .net
  • 0

Posted Image


#41 [AA]Anarchist

[AA]Anarchist

    GMC Member

  • New Member
  • 94 posts

Posted 07 March 2010 - 02:18 AM

Could I use the Tony Hawk Ride controller for this? It's USB-connected with a reciever, so would I need a bluetooth adapter?
  • 0

-=Jetpack Online=-
Beta coming soon!


#42 thatshelby

thatshelby

    GMC Member

  • GMC Member
  • 3823 posts
  • Version:GM8

Posted 12 May 2010 - 09:46 PM

---------------------------
GM .Net Layer: Unhandled Exception
---------------------------
There has been an unhandled exception in the DLL called by the "GM .Net Layer". This probably not error created by the "GM .Net Layer". The following trace is available:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.

at Wii.WM_SetLeds(Double WiiMoteId, Double Led1, Double Led2, Double Led3, Double Led4)

--- End of inner exception stack trace ---

at System.RuntimeMethodHandle._InvokeMethodFast(Objec
t target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at System.RuntimeType.InvokeMember(String name, BindingFlags bindingFlags, Binder binder, Object target, Object[] providedArgs, ParameterModifier[] modifiers, CultureInfo culture, String[] namedParams)

at System.Type.InvokeMember(String name, BindingFlags invokeAttr, Binder binder, Object target, Object[] args)

at FuncReal(Double class_handle, SByte* funcname)

When seeking support, please contact the creater of the program and copy the complete error message. Press Ctrl+C to copy the message. Press Ok to continue or press Cancel to exit the application.
---------------------------
OK Cancel
---------------------------
emmm...
  • 0

#43 death-droid

death-droid

    GMC Member

  • GMC Member
  • 2600 posts

Posted 13 May 2010 - 08:08 AM

You have to have the latest version of .net installed to use it.
  • 0

Posted Image


#44 thatshelby

thatshelby

    GMC Member

  • GMC Member
  • 3823 posts
  • Version:GM8

Posted 11 June 2010 - 12:00 AM

I do, but still it didn't connect.
  • 0

#45 Ikarugos

Ikarugos

    GMC Member

  • New Member
  • 370 posts

Posted 01 July 2010 - 06:28 AM

Hi Mr Wolf,

Really for anyone who can help, but is there a dll for picking up vibration from the wiimote? Like, the game corresponds to how how hard or soft the player moves the wiimote?
Hope the question's valid.

Thanks

Edited by Ikarugos, 01 July 2010 - 06:29 AM.

  • 0

#46 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 23 August 2010 - 08:02 AM

Hi Mr Wolf,

Really for anyone who can help, but is there a dll for picking up vibration from the wiimote? Like, the game corresponds to how how hard or soft the player moves the wiimote?
Hope the question's valid.

Thanks

Use the functions WM_GetAccelX(WiiMoteId), WM_GetAccelY(WiiMoteId), WM_GetAccelZ(WiiMoteId),

New version:
Currently I'm creating a new version of the WiiMoteControl.
New functions:WM_SetLed(): Put on only one led.
WM_IsConnected(): Returns true if the wiimote is connected, otherwise false.
WM_GetNthWithExtension(), WM_GetNthWithoutExtension(), WM_GetNthConnected. Gets the Nth wiimote with/without that extension, or the Nth connected wiimote.
while (WM_ForEach())
{

}
Executes the code in that block for every wiimote.
And a very extensive help, 4 examples, .gmres with all code (only Posted Image, for other version use the merge function), some errors fixed.

Edited by Mr. Wolf, 24 August 2010 - 07:55 AM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#47 Ikarugos

Ikarugos

    GMC Member

  • New Member
  • 370 posts

Posted 24 August 2010 - 06:14 AM

Great, thanks. :)
  • 0

#48 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 25 August 2010 - 07:58 AM

I've released version 2 BETA 1. Try it! I'll make a help and gex with lib later.
See initial post.

Edited by Mr. Wolf, 25 August 2010 - 08:00 AM.

  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game

#49 michael pw

michael pw

    GMC Member

  • GMC Member
  • 1488 posts
  • Version:GM8.1

Posted 19 September 2010 - 12:08 AM

this dll is amazing, i've made a basic head tracking program with it (in gm of course), the only problem i have is distance of the head.
  • 0

Known as MishMash on the internet, If only my username could be changed :D?

Posted Image

Working on Sharp Edge, a 3D Level designer which exports to GMMOD and textures, with a vast toolset, and fancy GUI. ( So far, software is only going to be distributed with my game, in the future, it will be up for public use and with the ability to customise the software using the Plugin System to suite your games needs.)
Also working on 3D Multiplayer FPS Global Anarchy Denied Operations.


#50 Mr. Wolf

Mr. Wolf

    GMC Member

  • New Member
  • 34 posts

Posted 20 September 2010 - 01:31 PM

I heard that the WM_IR_Size function doesn't work well. Can someone test this:
draw_text(10,10, string(WM_IR_Size(0,0)))

(In the draw event)

Because I don't have IR lights. If it's not working I can fix it in version 2.

Mr Wolf
  • 0

WiiMote Control
use the wii remote in your Game Maker Games

Comming soon: version 2!


no pain, no gain. ehh, game