Lesbroufe's Forum Posts

  • 2 posts
  • I use a base project for my games to be able to easily use multiple inputs for one or multiple players.

    You can find a demo here :

    remig.red/unifyinput

    My goal was to only have to change this text to define all inputs for one player.

    Inputs are set with an action name, a gamepad index button and a keyboard keycode (and "-1" for no input).

    So if you write : "Jump,0,32" in default controls for player 1

    On button 0 on Gampepad0 pressed or "Space" pressed on the Keyboard

    will call a Function "Jump_Pressed" with parameter (playerID)

    On button 0 on Gampepad0 released or "Space" released on the Keyboard

    will call a Function "Jump_Released" with parameter (playerID)

    Is button 0 on Gampepad0 down or "Space" down on the Keyboard

    Value in Dictionnary at "1_Jump" will be set to 1

    Will gladly comment, explain and share the capx if you think you can use a thing like this.

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  • I've made a subscription support for the first year but I still only use C2 for projects.

    With C2, after two years of heavy use, I know exactly what I can and what I can't do.

    New features of C3 are welcomed but we already have workaround for a majority of them in C2. Mobile export, Array editor, Cloudsave... They already are in my C2 and more suited to me (signing mobile export, save local then backup on cloud, saving in project folder to easiliy modifiy imported sprite out of Construct...)

    Not much incentive to work with it now.

    C3 is getting better every week tho. I can see all the work Scirra team put in it.

    Hope to use it late 2017. We'll see.

  • 2 posts