D_O_I_G_'s Recent Forum Activity

  • Use the lastkeycode expression on any key pressed to see exactly what key code construct sees, if any, when those buttons are pressed.

    Using expression both * and # are seen as code 0 while menu key does nothing. While using touch input can detect back key but it has no info for menu key.

  • New Update

    With a little testing found 3 buttons not possible to program.

    These

    But application like Old T9 keyboard and J2Me emulators detect them

    J2Me detects those buttons like "Keycode_Menu" top left and in numeric keypad * and # as "Keycode_Star" and "Keycode_Pound"

    So can I use these keycodes in Keyboard plugin or it must be only numeric?

  • Hello!

    I wanna ask is it possible to make "Far Distance" value in Advanced Project properties section to be manipulated by Global value giving player ability to select draw distance based on device capabilities

    This is what wanna to control as variable

    And in general which of values can be manipulated by event sheet and which don't. If there is way to use JavaScript for that I'm all in for that piece of code too

    Here is examples of draw distance

    5000

    18000

    So this is what I want for player to control and some other values too

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  • That brings back pre-iPhone memories!

    I’d start by seeing what the Keyboard object returns when a key is pressed (just numbers I’d guess). Then see what happens when you type into a Text Input object.

    Did bit of experimenting. When activate text input it immediately calls for keyboard app like Gboard or Old T9 Keyboard. Trying get inputs from keyboard plugin no results. Looks like it has some proprietary system. But then Old T9 keyboard app reads inputs of device and corresponds to a key so there is either using some more deeper stuff that Construct 3 can't access or it's just engine throwing fit because well it's odd device

    Edit 1 (there gonna be a lot)

    While starting test inputs weren't recognized but after switching into text input then switching it off I started getting input codes off keyboard raging from 37-40 for Navi and 48-57 for numeric so some sorta keyboard emulation is but it's not immediate gonna build APK and see maybe it's issue with focus

    Edit 2 (perhaps final)

    After building APK and testing on phone got immediately reads of input keys showing issue was with focus. In theory it's possible to write native game for this specific device since keycodes will be different for other similar devices like Cat S22 but it looks like on some free time when not be on main project will write small game using it's physical input or mix both touch-screen and T9 keyboard

  • Hello community!

    Recently got into possession Android phone with physical T9 keyboard. So was wondering if Construct 3 has some built in external keyboard support or ability to detect that smartphone has physical keyboard. I didn't found while reading documentation anything about T9 keyboards. So just wondering is it possible or it's irrelevant thing for current day.

    Here device in question:

    Specs of device:

    CPU: Mediatek MT6769V

    GPU: Mali-G52 MC2

    Ram: 4GB

    OS: Android 12 (API 31)

    Resolution: 640x960

    Screen: 5 point touchscreen 3.5 inch

    Sensors: Accelerometer, Gravity, Light, Proximity, Rotation

  • Hello,

    I have issue with 3D. When engine creates 3D object and tries to apply texture it picks texture from another object and displays different container

    Object switches textures the more objects the more random selection

    Here is events how it's done

    Is possible use 2 objects instead of 3? Having separate object for logic, texture and sprite itself works without problems but it makes more objects per layout. All is need is have logic and texture as single object and 3D sprite use correct container. On player it works already

    Thanks in advance

  • Browsers don't provide this information as it would expose personal information to websites, which would be a serious privacy violation (and may in fact be illegal these days...)

    Sorry for late reply. So it's not even possible using NWJS? What I needed is simple mechanic where game is aware of computers username.

  • I'm not exactly sure what you are asking. Don't you just put the display as "User "&computerUsername&" is on."? Can you go more in depth with your question?

    Sorry for late reply. I need to display specific name of logged in user in Windows. Since my game is designed to brick itself after completion and to unbrick it you'll be forced to delete save folder and since game is gonna be on Windows using NWJS means save folder is in AppData folder. And so, I need display location of that folder.

  • I'm not exactly sure what you are asking. Don't you just put the display as "User "&computerUsername&" is on."? Can you go more in depth with your question?

    Hi sorry for late reply. I'm designing game where at end it just bricks itself. Basically, to unbrick it you'll be needed to delete save file folder. And since my game is gonna be on Windows using NWJS that means save file is in AppData folder. So, what I need is to display that folder location and since everyone has different name on PC I need is to display that specific name for example C:\Users\"username"\AppData\Game . "Username" should be replaced by username of computer.

  • Hi!

    I have question for making game display name of current logged in user. For example, if user Jhon is logged in display text "User Jhon is on" or if User FlowX6 is logged display "User FlowX6 is on". Basically, what I want is "User "computer username" is on" to be displayed. So, what should be written in "computer username" to display actual username.

    Tagged:

  • I was going to say you need to look into Mode7,

    but I see you have commented on threads about that already. There is no easier option that I know of.

    Yea it looks like it's only option. Anyway I figure out stuff on Y axis movement using animations not the prettiest solution but does trick. Now just need figure out AI and maybe how Boss should work.

    Did using Stolfenstein3D not great but not bad.

  • Best for the rendering camera angle to be top-down.

    I was asking about perspective. Perhaps wasn't clear, sorry. I kinda familiar with Wolf3D trickery on C2 it's just handling Y axis on screen X,Z are handled in engine fine but about Y it's mystery. For example there are 192 levels of Y and in distance sprite should't be in same Y as if it was close to camera so Space Harier is good example for scaling what I want.

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D_O_I_G_

Member since 15 Feb, 2016

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