sglorz's Forum Posts

  • Ok it worked with 2 InputSystems, one for each layout, so you have to pass InputSystem configuration using Get/Set control configuration data and a temporary variable. Not very clean, but that should work

    Meanwhile, when I was testing this layout system, sometime It crashes with this message:

    "You can't have a layout object set to view it's own layout!".

    My example is here:

    http://www.box.net/shared/aoxqns0dkr

  • It may be glitchy, but I will look into it.

  • Your movement is done with a POV, so left+down is not the same as left and down, it's another event.

    POV has 8 events:

    Straight events: up, down, left, right, up+left

    Diagonal events: up+right, down+left, down+right.

    So you have to manage the diagonal events, so when pressing up+left or down+left, the object continues to go left.

    But, I have another solution: wait for next version

    After some thinking, if you're using movement behaviours (like platform movement for instance), I agree that having 8 directions for POV isn't usable. So, I think I will add a dynamic option and when it is set, the plugin will manage POV diagonal entries as two different controls. For example, If NW is pressed, it will trigger N then W.

  • Oh! I didn't know linkman2004 have updated his Advance Camera plugin, great!

    He should have put it here.

  • It happens with both.

    Here's the cap I found it with.

    http://www.box.net/shared/s6xrecxh83

    I can't launch it, I need MagicCam plugin. Can you send it to me or tell me where I can find it?

  • 2. Is it really necessary to distinguish d-pad diagonals as seperate buttons? Is it not possible to just make it detect that I'm pressing left and up at once as seperate buttons? Otherwise it seems like a couple unnecessary events I'd need just for the joypad support and the current game engine.

    2. POV is made of 8 diferent directions events sent by DirectX. For example NorthWest is a separate event and not North+West events together.

    After some thinking, if you're using movement behaviours (like platform movement for instance), I agree that having 8 directions for POV isn't usable. So, I think I will add a dynamic option and when it is set, the plugin will manage POV diagonal entries as two different controls. For example, If NW is pressed, it will trigger N then W.

  • Does it happen with movement behaviours or with 'On control" condition?

    Could you send me your cap?

  • 1. Your Joystick is the 3rd device (after mouse & keyboard) and the first joystick. In my example I use GetJoystickName with joystick number as parameter.

    2. POV is made of 8 diferent directions events sent by DirectX. For example NorthWest is a separate event and not North+West events together.

    I hope it answered your questions.

  • No sorry, you have to manage that in your cap file.

    In the plugin, one control is for one player and uses one device component (axis, button, pov, etc...).

    But, when I was designing the plugin, I thought of having a primary and a secondary component for the same control. But I changed my mind, because, firstly I don't think it will be often used and secondly this can be managed in the game by using 2 controls for the same action.

  • Hmm, still some crashes while modifying parameters directly in Event List.

    Some of window controls does not work properly (like combobox drop down) and some of their events does not work also.

    By the way, when you're building plugin, rearranging actetable make construct to crash when you load a previous cap that use that plugin and you go to the event editor. I understant that ace table entries order can't be change, but it would be great to not crash and to tell what event is problematic. Thanks in advance

  • I did the global thing and it works perfectly

    The change you mention sounds much clearer, although I can use it as it is with this clarification (yay!)

    You should use last version, as actions' names have been modified in 0.91b.

  • Thank you for this release, especially for the Event Wizard fix

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  • GetControlconfigData primary goal is to have a string representation of configured controls that can be used, for example, to save the configuration on disk (see Input System3.cap). Then you use SetControlConfigData to set controls.

    I didn't think of using this method to transfer controls data between two layouts, because I thought you'd rather have one InputSytem global to the application than one InputSystem for each Layout. So, it may and should work. If you try it, tell me if it's really working

  • I agree that preset thing is the most tricky part.

    First you create your preset with "Set control default component", then you activate the presets with "Init control default component device" with optional Joystick number to use, because as you have only one keyboard and one mouse, there may be not only one joystick.

    After some thinking, I agree that it's a bit too complicated and I should rework that.

    So, First, I will rename "Set control default component" to "Set control preset" and "Init control default component device" to "Set presets joystick"

    Then, I will change the preset like this:

    • call "Set control preset", will init control directly and if it's a joystick, it'll take the first one available.
    • call "Set presets joystick" to set joystick to use for preset and to change the used joystick of previous presets.

    What do you think?

  • RelativeMouseX is the same as RelativeMouseY

    Yes, bug spotted, it's a bad cut/paste, my usual