GoldMatenes's Forum Posts

  • A late question, if anyone's still around.

    Is this basically read-only from the resources?

    I've tried to get it to store data files/ini for options and stuff just so I don't have them floating around, but writing to them doesn't work.

    If that's the case, it's fine, I just want to be sure so I can set it aside.

  • I've been using this extensively for the last little while, and it works almost perfectly, but the things that don't work are proving difficult to deal with.

    Wondering if anyone who's made use of it can help me out.

    I have key setup for 4 players. All of them get 9 key assignments each with their own InputSystem object. These keys aren't really meant to be used, but they're so people can map their non-x360 controllers with joy2key. or they can be used in a pinch.

    Anyway, for player 1, all of the controls are assigned properly. For all the rest, only the first four work. They're all identical, with the only difference being the selected keys. I've tried reordering, reassigning, and nothing seems to work at all. They just don't get assigned as they should.

    Here's an image that shows what I'm doing in the code and which ones work (green) and don't work (red). Changing the preset joystick does nothing, so they're all just 1 here.

    It also shows what my program input setup looks like on the left.

    I know the answer is within reach, but I can't seem to think it out.

    Here's a thing to note. I reassigned P2's Move Right to use the D key (which I know works.) It worked. I then reassigned P2's Shoot Right to use the D key. It didn't work.

  • I did read through the whole thread, attempting to find the answer, and it wasn't clear. That, and the examples only are set for one controller.

    But that does make sense, thanks.

  • Necro!

    But with a really, really simple and desperate question.

    This plugin is amazing and is doing everything I need it to do.

    Except for one thing:

    I can't have multiple controllers at once, which I need for my game.

    I can set all the control presets, but they all apply only to Controller #1 and if I change the preset controller they all apply to that one instead, but I can't figure out how to have multiple controllers all with their own preset controls.

    I'm really low on time. Anyone help me out?

  • Magnifique.

    Thank you.

  • Okay guys, I need some help. Fast.

    I'm building a tilemap editor and everything has been gravy so far.

    But randomly I noticed that I couldn't (in my half-finished editor) click on tiles that were already blank, despite the Sprite that I wanted to interact with still being there.

    Turns out from some spading with partially and totally transparent objects, I learned that (using the MouseKeyboard plugin) you can't click on a totally transparent object (or even an object with a current animation frame that is transparent, or even a small transparent corner of a sprite).

    This is extremely troubling, as it basically grinds everything to a halt.

    I could redraw the tile maps to have a mildly transparent rear layer that would allow clicking but that would screw up my plan of having multiple overlaid layers that can all be viewed at once, as the rear layers would get progressively harder to see behind layers of partial transparency.

    Any ideas?

  • Another little note -

    every time I update/reinstall, the hints come back.

    I understand the need for new installs, but I hope we'll be able to make them go away if you're installing over an old version.

    EDIT: Also, can Paste Clone please have a key mapping?

  • I'd really like to be able to include fonts, or at least do what GM does: render the font to an image.

    Possible licensing issues seems a silly reason to not have such an important feature, and setting up spritefonts is a massive chore.

    If we're stuck using spritefont, make it official, and simplify importing images.

  • Having an issue with this update, even though I've moved on to 0.99.95.

    The text problem hasn't been fixed, at least on my end. I still see incorrect fonts at runtime and so does anyone else I give the .exe to.

  • I know that I can save arrays into files with whatever name that I like and no one will be able to edit them. But I've had serious issues with saving and loading arrays (arrays reverting to 1x1 on write and read, text information not being copied into arrays when instructed, etc.).

    What I'd like to see is the ability to create encrypted copies of the INI files with any file extension, on final compile. Entering information manually in an INI ahead of time is much easier than trying to force it into an array(since I'll have to enter the info manually one way or another), and that way if I make a level editor the files would actually be read properly by the program instead of throwing random values and zeroes.

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  • There is a wait object now.

    The above solution in the screenshot of doesn't work, as I used it extensively and it screwed up the timing.

    It never stops counting that 1000 ms, so turning invisible could happen 5 ms after pressing Space if 995 ms have elapsed on the internal clock.

  • No problem.

    Again, it was originally just X and Y for my game, but if I can actually make this thing work I could definitely think of other features... filetypes, Z, etc.

  • So, I'm back.

    I decided after much fiddling that building a Construct app that can easily write and read arrays would ultimately be useful not only to me, but maybe to other people. Besides, that just means only people who bothered to read this thread can tool with arrays.

    However, I need a bit of help. The writing arrays I think I have down, thanks to PixelRebirth's example, but I think I am not fully understanding how Construct does FOR loops, as my for loop seems to refuse to repeat more than once. I think I may be using the wrong identifiers with the array calls as well...

    Anyway, any input would be appreciated. Sorry about the .ymt addition for the filenames, it was originally designed for making levels for my game. It can easily be chopped out of the code, and will be if I actually get this thingy done.

    http://www.megaupload.com/?d=77WMEPKZ

  • Holy crap, ROJO, you got me again.

    That is exactly what I needed.

    I was confused, I had thought that 'move vertically' and 'move horizontally' altered how FAR they move in pixels or tiles (so an isometric/scaled grid system could be used.) But I totally overlooked it.

    Cheers!

  • I attempted to do that, and that would be an ideal solution, except once again it ignores solidity of objects and so there is no easy way to create a boundary to stop the movement.

    I'm going to see if I can kludge together something with Overlap at Offset... but it seems odd that I have to... individual step isn't a terribly complex option. Just ignore repeated keypresses for gridmovement.