PseudoPseudo's Recent Forum Activity

  • Thanks for the quick fix sglorz

    Looks like the problem is fixed, if i spot anything else I'll let you know.

    Great work as always!

  • Thanks for the quick reply.

    I think that becomes an issue though with games that have more than a few commands.

    If i have a game with these commands:

    Punch = Joy Button 00

    Kick = Joy Button 01

    Shoot = Joy Button 02

    Jump = Joy Button 03

    Shield = Joy Button 04

    GameMenu = Joy Button 05

    If a player uses a controller with 5 buttons then

    Shield = Joy Button 04

    GameMenu = Joy Button 04

    If a player presses Joy Button 04 then both buttons execute.

    If possible it would be nice to have a (Joy Button N/A) then the game can ignore buttons not on the controller, so that

    Shield = Joy Button 04

    GameMenu = Joy Button N/A

    then the game won't execute GameMenu only the Shield.

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  • Here is an example .cap file.

    Edit the cap file controls / LastButtonOnController = the last detected button on your physical controller.

    ---------------------------------------------------------------------------------

    The issue is with setting a button for a controller that is higher than the number of buttons on a physical controller.

    My Xbox360 controller has 10 buttons that are detected.

    LastButtonOnController = 10

    Button_21 = 21

    InputSystem.GetControlString("LastButtonOnController", 1) = Joy Button 09

    InputSystem.GetControlString("Button_21", 1) = Joy Button 09

    It should be

    InputSystem.GetControlString("LastButtonOnController", 1) = Joy Button 09

    InputSystem.GetControlString("Button_21", 1) = Joy Button 20

    even if Joy Button 20 isn't on the Physical controller.

    Hope I explained that ok

  • Hi again, I�ve found another bug.

    The bug appears to be with assigning the last button on a joy-pad.

    Say you have a generic pad with 12 buttons and a Xbox360 pad with 10 buttons.

    Set 14 buttons to be detected.

    The last button (12 on the generic pad and 10 on the Xbox360 pad) will be assigned to the last button to be detected 14. When it should be 12 on the generic pad and 10 on the xbox360 pad.

    If you use InputSystem.GetControlString the last button (12 on the generic pad and 10 on the xbox360 pad) will be assigned correctly to 12 and 10. However Button 14 will be used.

    To test this open Input System example 2 and in (start of layout) for �Button1� set the button to 18.

    Run the program.

    You will see that �Button1� InputSystem.GetControlString('Button1�) shows �Joy Button 11� if you have 12 buttons on your controller when �Button1� is really assigned to 18.

    I hope I have explained this well, if you need more information let me know.

  • Thanks for the replies and images.

    I guess an official logo hasn't come up much in the forums, I'd be interested in what Ashley thinks about having an official logo people can use in their games.

    If nothing comes up I'll most likely end up making something, if i do i'll post it here so other people interested can use it.

  • Just wondering if there is an official Scirra / Construct logo I can use to add a full screen image at the start of my game to give credit, like you see in games for companies and middleware.

    The native resolution for my game is 640x480 although the bigger the better for people that want to add it in games with higher resolutions.

    I'm not sure who designed the logo but would it be possible for them to post a high resolution image?

    I'm working in Construct 1 although I think it would be a good idea to have official logos for both Construct 1 and 2 as it would make it easy for people to add into their games and get Scirra / Construct some attention.

  • Wow thanks for the quick bug fix

    I've just tested this in my game and the input system example 2, no crashes or errors.

    If i find any other bugs I'll let you know and detail them here, excellent work.

    Also I was wondering, is it ok to use this plugin in a commercial game?

  • Thanks for creating this plugin it works really well for implementing controllers

    I think i've found a bug though, when assigning buttons. (Maybe other controls)

    If you assign a control say

    Name of control "ButtonX"

    Device type "Joystick"

    Device component type "Button or key"

    Component number for buttons, sliders, POV and 3DVector "35"

    This should assign button 35 on a controller to the control "ButtonX" however it seems like if your controller doesn't have a 35th button the game/program will crash.

    I'm not sure if this will happen with other controls like assigning a DPad or analogue stick control that doesn't exist on a controller as both the controllers i own have both.

    You can see this in action if you edit one of the buttons in Input System example 2, change say "button4" / Component number for buttons, sliders, POV and 3DVector "4" to 35.

    Also the controller has to be plugged in.

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PseudoPseudo

Member since 23 Dec, 2010

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