Gamepad yields different behavior on same function

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Post » Thu Oct 10, 2013 5:47 pm

I'm not sure if this is a bug so I'm going to try here first.

I have it set up so a sprite moves around on its own, and you can stop it and turn it with either mouse clicks or trigger buttons on a game pad.

However, when you turn the sprite using the game pad, when you let go the sprite returns to its previous angle instead of the new angle. This does not happen with the mouse.

I am mystified because the mouse input and gamepad input are calling the exact same function. Any idea what could be going on here?

http://storage.wertle.com/construct2/AngleProblems.capx
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Post » Thu Oct 10, 2013 7:14 pm

I haven't a clue why it would work differently for the gamepad but instead of setting the speed to 0 you could disable the bullet behavior and set it's angle. And then enable it again on release.
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Post » Thu Oct 10, 2013 8:38 pm

Wooo doing that makes the gamepad work! Yay!

It's still bizarre that the other way has a discrepancy when using the gamepad. Do you think I should write a bug for it?
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Post » Tue Nov 05, 2013 2:25 am

I have a problem with dual gamepad configuration.
I've used the single gamepad and works fine, but when I add more event for dual gamepad, The Game won't detect any user input.
I'm using this kind of gamepad.
http://image.en.09635.com/2012-8/11/USB-Dual-Shock-Twin-Gamepad-STK-8032-426.jpg

can anybody help me fix this?.

more detail :
http://www.scirra.com/forum/topic79041_post468244.html
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