alastair's Recent Forum Activity

    It's cool that it works now, thanks! But could you add an action eventually to get the index of the last button pressed (or something like that), this way we can make ? custom controls ?.

    If you don't know what I mean by custom controls, it means I can have a menu in the game that lets the user define their own input (everyone likes their input a specific way). This is a standard for every proffesional game, here is an example from a few games to show you what I mean:

    dota2.jpg

    seriousSam3.jpg

    darksouls.jpg

    A video on the subject.

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  • Yeah I can't even test my game I get a similar error message, I guess it must be this destroying issue since I'm destroying heaps near the start.

    Yeah, maybe the gamepad HTML5 stuff has changed or something since it was made too.

    Does this plugin work? Maybe the manual entry was released prematurely or something. It's not recognising my 360 controller (I pressed buttons and used Chrome), it works on the site firebelly posted and I just played Dark Souls using the controller too.

  • ya, I don't see point of doing it in layout if you're not wanting to change a specific instance.

  • When I need to change default values of objects and things I just select them in the project bar, not the actual instances in the layout.

  • Ya we talked about this before, its still unclear of Ash's intentions though.

    scirra.com/forum/suggestion-construct2-dark-skin_topic55666.html

  • The new screen size is awesome, and they say its faster than the Nexus 7. Can you play games on the Kindle though (android)?

  • Is it possible to add Bicubic as another sampling option, it's pretty much always better looking than Bilinear for high res games (bilinear is more blury).

    Although in C2 its just called Linear sampling, so maybe Bicubic would be Cubic.

  • An expression that returns the last key pressed on the keyboard as a string and a condition that checks for a key pressed based on that string. That would allow for customizable controls.

    This is a high priority item, I feel. It's a standard of PC gaming, and especially for accessibility and disabled people's sake. Sure there's already the keycode plugin but it conflicts with Ashley's keyboard plugin.

    I don't think many software developers are aware of the importance of customizable controls, as Clickteam and Construct Classic didn't have this support either (although Ashley has been getting a little bit better with the gamepad plugin at least).

    Developing a game for a specific set of keys/gamepad is pretty much the worst thing you can do to a proffesional game, every person likes the controls a different way. Input is such an important part of the experience, and if you mess it up your game is going to be so much worse.

  • You going to bring that to C2 animmaniac?

  • To further illustrate the redundancy, imagine if Sprite.X read as Sprite.HotSpotX in expressions.

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alastair

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