CustomControls! Works/new Demo Cap/fixes 360 analog problems

New releases and general discussions.

Post » Tue Aug 25, 2009 6:54 am

do we know if Construct will have compatibility for other types of controllers in the future, not just 360?
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Post » Sat Aug 29, 2009 9:23 pm

I apologize for the lack of progress everyone
really at an important part of my personal project though
and I need to take advantage of some unanticipated free time while I have it

but I promise I haven't given up on perfecting 360 controls
just give me some time

and yes, I did copy/paste, but don't take that as insincerity

also alspal, david said directx controls were coming in the future
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Post » Wed Sep 02, 2009 2:39 am

[quote="Holymonkey":273jb2lf]I was using the "control is pressed" in the plugin, not the mouse/keyboard. It does not work in a my game or in your example CAP on my system with version 0.99.42 vof construct. [/quote:273jb2lf]
use new link in original post
problem fixed
thanks for reporting it

also, I was going to ditch the deadzone tweaks I had added to the 360 controls because I thought that was fixed in this version. there should be an update soon that fixes those problems where you press left and it goes up.

also, I'm going to change the way you set images for 360 controls
it's a ridiculous pain. tell me what you think of this system
you load all the images into an animation, so you can just import them from a directory
there is a specified order you put them in, and then you just tell it which sprite it is
you will also put blank frames if you're missing an image or don't wish to include one.

it is a slight inconvenience to have to rearrange all the frames in the animation editor to the correct order, but nowhere near as annoying as loading all the sprites individually, or setting up individual actions for each image

what do you think?
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Post » Thu Sep 03, 2009 11:54 am

Uh... The new version pretty much broke everything. I managed to revert back to the old version of the plugin just to get things to actually work.
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Post » Thu Sep 03, 2009 12:39 pm

what does "broke everything" mean?
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Post » Fri Sep 04, 2009 1:22 am

Well, instant crash on runtime, basically. I couldn't figure out why.
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Post » Wed Sep 09, 2009 2:42 am

yeah I get the same problem when trying to open your example CustomKeys.cap with the new version of the plugin
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Post » Wed Sep 09, 2009 8:07 am

ok, somehow the one I uploaded got corrupted, possibly in the raring process
I'm going to fix the deadzone issue, and make a new cap, and upload a working version here in the next day or two

sorry for the delay
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Post » Wed Sep 09, 2009 10:43 pm

new noncrashing version
also includes deadzone tweak to fix the up down left right bugs in 360 controls
where if you press slightly to the left or right it goes up and down
[url:3qzoz861]http://dl.getdropbox.com/u/1013446/CustomControls.rar[/url:3qzoz861]
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Post » Tue Sep 22, 2009 9:51 am

[quote="alspal":35oed1qh]do we know if Construct will have compatibility for other types of controllers in the future, not just 360?[/quote:35oed1qh]
I want to know too. Not everyone owns a 360.
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