mintPIXEL's Forum Posts

  • I think I've got it but I don't have a way to test it. Basically it's just a "for" that goes from 0 to gamepad.count. You can set which button is being pressed inside of it.

    I have no idea if the pin at the Start of Layout is working also.

    https://dl.dropboxusercontent.com/u/2383513/linkedOUT/tanks.capx

    edit: Whoops, I forgot to set the angles to gamepad(loopindex,0).

    And I forgot to mention, whenever using a for you can use "loopindex" to use it on expressions.

    Hey man, thanks! I can confirm that it works with up to 3 controllers by adding a 3rd tank. Great job!

  • philx I tried the families too. It seems like something so simple to pull off, but there just doesn't seem to be a way. Im sure there is something. I work on about 10 projects at a given time, as soon as I return to it Ill let you know of any progress I make.

  • read the manual, it explains how to pick gamepads by index.

    always read the manual first

    Sargas You obviously misunderstand the issue. I have read the manual several times, it does not explain a way to do what I ask. So in turn, I ask you to READ THE QUESTION before jumping to conclusions.

    Thanks

  • philx I have not yet found a way to do it. And either way works, I just dont want to repeat the whole list of commands for 4 controllers, when it seems like it should be simple to call on certain sprites with certain controllers, without having to set up code for 4 different controllers.

  • Nvm, I cant believe i missed that.. Feel free to delete this haha.

  • Is there anyway to pull the screen size from the device? Say I want the window to automatically change to the screen size of the device on startup. I know I can change it manually, but I didnt know if there is a way to pull the info for the device.

  • Savvy001 I cant open the tutorial,, its telling me I need a text plugin??

  • philx Sorry, its a full game project. Im not really comfortable sharing it. No offense. :)

  • The Controller Id just sends a string listing make and model, not an actual number. Does anyone know how to get the number?

  • Hmmm, let me try that. I tried a variation of that, but had no luck.

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  • If I didn't make that clear enough, I basically want to make my events go like.. if any gamepad button A is pressed.. if Playersprite.Player is equal to Gamepad.. Simulate jump. So if its the second controller, only player two would jump.. and so on.

  • Hi guys,

         So Im making a local multiplayer game and Im looking to simplify the events. It will have up to 4 player, and you play with 4 gamepads. Every sprite being controlled by the player is exactly the same. I was wondering if there is a way to give the sprite a variable, name it "Player" and give it a number 1,2,3,4... And have it set up so that that variable is used to detect input from its matching controller. Basically, streamlining the control events by only having to write them once, instead of once for each gamepad.

    Thanks for any help.

  • Thanks guys. Now Im just trying to figure out a way to have them not spawn in the middle of the action. Like choose a random spawn point so many pixels away from certain objects. Im trying to use distance, but its not working out so well so far.

  • Here is one way..

    Array

    Hey man, Thanks. I think I understand how that works. Let me test it out!

  • I see. Can I use those points to spawn objects? One of the uses Im looking for is setting up spawn points. But I want to be able to physically place them, and move them around. Then have them save location and destroy at start up to reduce the number of objects on screen. Then when the player dies, call on the saved loactions randomly.