sglorz's Forum Posts

  • No. One control, one input.

    So if you want to manage a primary & a secondary control, you have to create 2 controls for each "main" control.

  • No, MouseKeyboard test the character entered by the user, not scan key code.

  • Key is down parameter is a key code. It uses a name to be "Human readable" and the name is based on the US keyboard layout.

    So when you specify "Key W is down", it is the W key in a US layout. For a FR layout it is Z.

    To get key name you have 2 functions:

    GetKeyName(KeyCode) to get the US layout key name and GetLocalKeyName(KeyCode) to get key name for local layout.

    To display the last key pressed in local layout in you example:

    + InputSystem: Key W is down

    -> Text: Set text to InputSystem.GetLocalKeyName(InputSystem.LastKeyDown)

    InputSystem.LastKeyDown gives the key code of the last key down.

    N.B.: I think a On Char Pressed event is missing

  • Ir's not a bug from InputSystem but from the Binary object.

    If you create a Binary object before save, the InputSystem.cfg file is correct.

    I've updated the example: http://www.box.net/shared/n8i16iolnt

    Unfortunately, it's not a good idea to allocate a Binary object each time as Binary objects cannot be destroyed...

  • Behavior modified, a new version is available.

  • Yes, I think you're right. I will update this.

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  • It's on purpose:

    Thank you, I've found and corrected the bug.

    So now, if value is too big, it will take the biggest one (e.g. last button number).

    New release 0.93b ready.

  • I've tried what you said but I can't find the bug. Could you explain it in another way and share a cap file?

  • Ok, I will look into it.

  • Yes right, but I'd rather have an Open Source application where I can contribute, have all functionalities available, don't have annoying nag screen, etc.

    I agree to pay for that kind of tools as soon as I make money with it.

  • Ok thanks.

    It's seem to be great, but not the licensing model, especially for people like me who build free addons or games in their spare time.

  • I chose to use Construct because it was a sexy, easy and mainly free game maker tool (That's also why I give some of my time to build free plugins...)

    For Construct 2, I will have to pay for it.

    So, what would make Construct 2 different or better than other game maker tools like Torque or GMM?

    Why should I wait for paying a time limited version of Construct 2 and not directly pay 99$ for Torque (with unlimited time of use by the way)?

  • Did you update InputSystem plugin?

  • No it's not stable yet

    I still have to add some widgets controlling and other things, like example.

    And yes It is Ok for commercial use as it is LGPL.

  • For mouse and cursor it's the same as Construct but with directX instead of Win32, and with more actions, conditions and expressions than Construct.