QuaziGNRLnose's Recent Forum Activity

  • bump. i want to know this also.

  • oh.. no i didnt, sorry, i just did it right now tho,so it should work.

  • me and davio found your bug

    Its because you have two mouse and keyboards, one on the second layout, and one thats on the first which is a global one.

    its always using the one on the first even if you delete the one on the second, but if your on the second level it will register 2 clicks because there are 2 mouseand keyboards being used, delete the mouse and keyboard in your second level and things should work fine, or remove global from the first.

    its not a bug.

  • username: Quazi-GNRL-nose

    (someone took it without slashes? i wonder who??? its so random)

  • can you sign me up?

  • i think the problem is that alot of those things which dont have documentation are pretty self explanatory, so people dont feel like writing a somewhat useless page. you should bring the most enquired things to the top of the wanted list.

  • directinput wouldnt support any old controllers besides x360 ones, but it would allow for alot more control over x360 controllers, making analog triggers possible, allowing rumble ect, and directinput will probably go the way of directsound soon. xbox 360 are the one of the most used (or even the most used) windows controllers nowadays anyway, plus its probably the best one also (i hate banna controllers...).

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  • david's example is basically how the tank works, but in a simpler way.

    the only prob with his example is he only uses 2 samples, which would make a sharp variation look weird, id use 5, or even 10.

  • you need to package the latest directx dll in the same folder as your exe.

    its probably a directx not up to date issue.

  • you should use xinput, it allows you to control vibration, recieve and send headphone/mic stuff on an xbox 360 controller

    also direct input cant handle the analog triggers on an xbox 360 mote very well

    Directinput

    [quote:1fhmnx8z]The left and right trigger buttons will act as a single button, not independently

    The vibration effects will not be available

    Querying for headset devices will not be available

    Xinput

    [quote:1fhmnx8z]XInput is easier to use and requires less setup than DirectInput

    Both Xbox 360 and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier

    There will be a large installed base of Xbox 360 controllers

    XInput devices (i.e. The Xbox 360 controllers) will have vibration functionality only when using XInput APIs

    Future controllers released for the Xbox 360 console (i.e. steering wheels) will also work on Windows

    Using the Xbox 360 Controller with DirectInput

  • my computer class ****** i wish i had something like this

  • to make perspective, all you need to do is compare the players Y position and scale him accordingly, if hes close scale him up, if hes far scale him down.

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QuaziGNRLnose

Member since 2 Aug, 2008

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