corlenbelspar's Recent Forum Activity

  • I don't don't want to use it per se, it's just I like to look at all the available options and get an idea of what would work best for my needs.

  • What's the general census on making your own EXE wrapper for your Construct 2 game? I sort of wanted to do this for my game but I've read some things like you need IE9 if you make one in visual studio and this further limits your demographic due to the problems with IE9, for example. I was wondering what this community's attitude was toward the concept and if you guys can give any pointers to good platforms to use or in general for making one's own wrapper if any of you recommend it.

  • Hey You've done some really nice work with this since the last time I used it before switching to paster. One question though. Are objects being pasted WITH their webgl effects going to be supported sometime in the future?

  • I know Node-Webkit isn't designed by Scirra but Construct 2 always has its bugs and related issues fixed really quickly so I'm sure this will be handled really soon too. I just need to get an Xbox controller sometime so I can have a surefire way to test gamepads.

  • Upon further testing, when I try it in Chrome, everytime I close my game I have to totally restart Chrome or else my gamepad no longer registers when I reopen my game.

  • Hope so. Until then, I will just use Chrome to develop the gamepad features of my game until it works in Node-Webkit again.

  • I'm having the same issue, it was working around r153 for me but now in r170 my gamepad isn't even detected in node-webkit. Works fine in the Chrome browser, but not node-webkit which is what I'm developing for. I should note, my gamepad is not an Xbox controller, it's a Gigaware generic PS2-style one.

  • Never mind, apparently a variable I was setting to off happened immediately after the function calls even though it was in the code before it.

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  • I tried to attach function calls to all the button presses of my controls, and then use the resulting functions to move the player so I could easily make gamepad or keyboard controls where they can be toggled between each other in the game's settings, but this method proved to be a failure and didn't work at all.

    Is there an easy way to implement keyboard controls and gamepad controls which can be toggled without making my code a total mess?

  • Oh yeah, I didn't even think to look there. lol I thought it might still be an option set up in the project properties. I'll look through that list though for future reference.

  • That worked. I didn't see it documented anywhere, maybe I just searched for the wrong terms. Thanks. I think I need to compensate for this save game corruption problem regardless but this will still be very helpful because we need to start from a specific layout anyway so the global HUD will work.

  • I seem to recall months ago Construct 2 had an option to always start testing on a specific layout. I may be remembering wrong, but this wasn't useful to us until now. We need to always start the play test in a specific layout no matter what layout we have open because we found our save game data is getting corrupted by accident when we start our game on the wrong layout by accident in C2. Is there still any way to do this? Was there ever a way?

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corlenbelspar

Member since 14 Aug, 2013

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