Aquanex2's Forum Posts

  • I followed this tutorial and it worked for me (but I had to change it to "= 99" for the left and up button).

    Just watched it, and I'll try it later. It seems to be just what I needed! Thanks a lot!

  • Have you tested with other controllers? Maybe your controller sets the d-pad as other buttons instead of POV?

    I debugged it and, yeah I think you're right. It says I pressed buttons 16 and 17 when I press the d-pad buttons. My gamepad has a analog button, and that didn't seem to help either.

  • Have you tested with other controllers? Maybe your controller sets the d-pad as other buttons instead of POV?

    I only have this one and some PS4 controllers.

  • My gamepad is a generic gamepad, but it still works on most programs and games, and it works on steam. While programming the controls for my game, the D-pad does not work, but the other buttons do. I'm not sure why.

    The events are as follows:

    Gamepad 0 D-pad left is down - Simulate platform pressing left

    Gamepad 0 D-pad right is down - Simulate platform pressing right

    I also set an event and variable to check whether a gamepad is connected, ran the game in Debug mode and everything checked out okay. Like I said, other buttons work just fine, just not the D-pad.

    Any advice?

  • 99 is just being a pain about terminology. Export with nw.js and you'll have your desktop executable file which can be used on steam. Full screen works just fine. What he's trying to say is nwjs uses Chrome's browser engine, but it isn't running in a regular browser.

    Thank you! This is what I needed

  • I'm trying to set up custom controls for my game. It works perfectly for the keyboard, displaying the key that you inputted. I'm not sure how to do this for my gamepad, however.

    If anyone knows how to do this, I would love some help!

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  • You can't always get what you want

    But if you try sometimes well you might find

    You get what you need

    I know it's possible to get games made with construct 2 on Steam. That's what I want eventually.

  • A game made in construct will always run in a web browser.

    Even when using NWJS, that is just Chrome.

    But I don't want it to.

  • What do you mean by 'browser game' ?

    A game that you play in a web browser. I do not want this, but I still want to have a fullscreen setting.

  • It will always be a 'browser game'.

    What do you mean by this?

  • After I finish my game, I don't want it to be a browser game. I have a fullscreen button in the options, and it works when I test it, but will it still work outside of a browser? Should I just remove it?

  • you can add a bluring effect to simulate a glow, and you could fade in and fade out a red color by using something like this:

    while variable =1

    every tick

    set red to red +1'

    while variable =0

    every tick

    set red to red -1

    when red greater 50

    set variable to 0

    when red is less than 0

    set variable to 1

    That's a great idea, thanks!!!

  • if you add the effect 'set color' to your sprite you can toggle that on and off.

    Not exactly what I was looking for, but it's really close and I'll probably end up using it instead! What I initially wanted and should have said was my player to "fade" or "glow" a certain color, not to flash...

    I've never used effects before, because I'm not really sure how most of them work, but this works perfectly!

  • Is there a way to make the player flash white or red for taking damage as an example? I know there's already a flash behaviour, but I would really like to do it this way instead. Any help or a link to a tutorial (as I could not find one) would be nice!

  • You can have them move the game pad and register that in a variable for each direction and button and then use that variable to simulate movement.

    Sounds easy enough. Don't Know why I didn't think of that... Thanks!