Custom controls

Discussion and feedback on Construct 2

Post » Fri Oct 28, 2011 2:50 am

Will the keyboard object eventually allow for custom input or will that, as tradition in MMF/Construct, be something other developers have to make an extension for?

For instance, being able to use an expression instead of being specific like "enter pressed".alspal2011-10-28 02:51:30
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Post » Fri Oct 28, 2011 2:55 am

Do you mean custom controls for behaviors? You can already do that by setting 'default controls' to 'no' then using the 'simulate control' actions, either by different keys or e.g. touch input.
Scirra Founder
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Post » Fri Oct 28, 2011 4:40 am

That's handy didn't notice that. But what I mean is in regards to conditions, so that you can do "[variable] is down" condition.

So this way you could set custom controls (you can do something like this is almost every professional game), such as:
__

-Condition: Any key pressed.
-Action: set sprite variable to [key pressed]
__

-Condition: [variable] is down
-Action: do what everalspal2011-10-28 04:41:37
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Post » Fri Oct 28, 2011 5:02 am

I think what he means is an easy way for the player reassign a key during runtime, so you don't need to make an event for every key of the keyboard when the user wants to change it.

Maybe something like:

On any key pressed
> set variable.leftKey to (last key pressed)

On key (variable.leftKey) pressed
> move player to the left

Scirra Employee
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Post » Fri Oct 28, 2011 5:45 am

Maybe these plugins can help you.rexrainbow2011-10-28 05:46:31
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