Help test the new Gamepad object! Forum Home > Construct 2 General > Construct 2 general |
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Topic: Help test the new Gamepad object!Posted: 24 Mar 2013 at 7:11pm |
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Hi there Ashley i just finished my game i implement gamepad there but it worked as you said on google chrome for me... What is reason of my post.
In my game i made info and there i planted how to set gamepad - keyboard emulator.It emulates Gamepad for arrows and whatever you want. name of program is "JoyToKey" just type it to google or... It works perfectly for all browsers.My question is if someone can make a plugin like this, because you dont need to have gamepad it self just gamepad which is emulating keyboard straight to windows or another program. Thanks |
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Posted: 18 Mar 2013 at 1:19pm |
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Have a Logitech Dual Action. No response on either FF or Chrome... :(
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Posted: 16 Mar 2013 at 7:42am |
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I'm using a 360 controller. "Has gamepads" works perfectly for me (you still have to press a button for it to be recognized,) but yes "On gamepad connected/disconnected" do not work for me.
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Posted: 16 Mar 2013 at 5:52am |
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@Kyatric Thanks for the reply.
Yeah I know about the press button to activate the controller thing when using Chrome. But this is not the case/problem with the controller test or the Spaceblaster demo, non of them are working. Like I said, I have both wired and wireless XB360 controllers working in my own game using Chrome. But also non of the Gamepad Conditions, "Has Gamepads" "On Gamepad Connected" "On Gamepad Disconnected" seem to work either. |
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Posted: 15 Mar 2013 at 9:17pm |
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@Tsengar: Gamepad isn't supported in FF at the moment.
To have the test working in FF, you are supposed to install the old version 11 nightly with the beta support compiled in, which is kind of a burden. For Chrome, as far as I know, you have to press buttons on the gamepad first to "enable" it and mostly only XBox360 gamepad is supported. (to be confirmed, @Ashley ?) Support for other gamepad is coming though and support in FF is being worked on too, but isn't yet included in any stable release. There were some movements in the bugzilla about gamepad support, so hopefully it's coming for FF. |
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Posted: 15 Mar 2013 at 8:57pm |
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@Kyatric @Ashley or anyone else.
I planned to test a bunch of controllers, but the test seem to not work any more in either Firefox or Chrome, nor the Spaceblaster demo. I guess there have been loots of updates that broke does test demos since then? Also non of the Conditions, "Has Gamepads" "On Gamepad Connected" "On Gamepad Disconnected" seem to work. I have both the wired and wireless XB360 pad working in Chrome in my own game, but not in Firefox. Btw, I suppose there is no way to make it possible to access the rumble feature? Edited by Tsengar - 15 Mar 2013 at 8:58pm |
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Posted: 02 Jan 2013 at 11:02am |
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I'm using a wireless Xbox360 controller on Windows 7 (Xbox360 controller + wireless receiver).
- Is detected by windows and works fine with Spelunky! :) - Is not recognized there: http://www.scirra.com/labs/gamepadtest/ (nothing happens... "Ready..." "Gamepad 0 ID:") Tested on recent versions of firefox and chrome. |
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Posted: 10 Nov 2012 at 2:46am |
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Does anyone have a list of contacts for the GamePad support for Chromium / Mozilla? Since Chromium is the basis of awesomium, adding gamepad support to it would be a double whammy (EXE and Chrome support).
I don't know if it's lack of man power or political issues that prevent more gamepad drivers from showing up in the browsers. Curious if anyone can point me in the right direction. |
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Posted: 12 Sep 2012 at 10:52am |
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A way to get data for which button is/was pressed would be good for both the gamepad and keyboard objects. There seem to be expressions for the gamepad object to get some input data. But that seems to be returning a value from 0 to 100. I'm guessing this is simply checking if the button is pressed (since you have to specify the button in question it seems), and by how much if analog. Interesting, but not what I was looking for.
EDIT: All of that was available in the manual. XD Edited by inkBot - 12 Sep 2012 at 10:54am |
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Posted: 12 Sep 2012 at 2:56am |
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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. Edited by alspal - 12 Sep 2012 at 3:03am |
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