Joystick, equivalences table and developpment kit

New releases and general discussions.

Post » Wed Jan 06, 2010 1:26 am

Hi everybody,

I know it's a stupid question but I ask it anyway since I didn't find recent posts about it :
Does a joystick plugin/object already exists?

I also wrote a document to show the TheGamesFactory/MultiMediaFusion objects and option names compared to Construct ones. I'd like to know if it could be useful, and if I should publish it here.
Construct is great, and I find it greater than TGF/MMF. So I thought a document like that could be helpful for TGF/MMF users who begin with Construct, for example.

Last thing, I've recently seen somewhere that an object developpment kit does exist. Is that right?
If it is, can anybody tell me where I can find it please? I'd like to look at it, even if I'm not sure I would be able to do something with it.

Have a good night!

Kan
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Post » Wed Jan 06, 2010 1:47 am

There's no plugin for generic joysticks/controllers yet, and I don't know when or if one is coming.

[quote="Kan":2g3rbjqc]
Last thing, I've recently seen somewhere that an object developpment kit does exist. Is that right?
If it is, can anybody tell me where I can find it please? I'd like to look at it, even if I'm not sure I would be able to do something with it.[/quote:2g3rbjqc]
I imagine you're looking for the Construct plugin SDK? If so, you can find the latest version here. Keep in mind that you'll need Visual Studio version 6 or later to make anything with it.
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Post » Wed Jan 06, 2010 4:01 am

Sadly, there seems to be no joystick support yet (other than the special case of XBox360 controllers).

Ogre sports a standalone Joystick library that features force feedback among other goodies.
[url:2uqt31ee]http://www.ogre3d.org/wiki/index.php/Using_OIS[/url:2uqt31ee]

Perhaps some plugin guru can bridge OIS with construct via a plugin?
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Post » Wed Jan 06, 2010 4:07 am

well, if you're not gonna be using the joysticks analog input, for now you could always package your game with a copy of joy2key and a predefined preset.
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Post » Wed Jan 06, 2010 5:29 am

Why do I remember someone saying they were working on a general joypad plugin? Am I crazy? Was I imagining things?

Anyway, I hope one is made some day. I will give the creator of such a plugin a cookie.
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Post » Wed Jan 06, 2010 9:31 am

davo said he was
maybe now that python is in the buildin', in full effect, homey
it might be trivial to get some joystick library imported?
don't know haven't tried using libraries yet
but I'm pretty sure there are some out there for that
Spriter Dev
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Post » Wed Jan 06, 2010 6:10 pm

I think I've said it before, but for a game creator, it seems bizarre for there not to be joystick support out of the box.
It's like leaving out graphics or sound, in my opinion.

I think it should be a priority to have joystick support by version 1.0.

In the meantime, Quazi's suggestion is the best bet, which is the same path I'm going down at the moment, but for a different reason (so that the game in question easily works with my MAME Cab :) )

Krush.
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Post » Thu Jan 07, 2010 9:58 pm

Thanks for the Construct plugin SDK. Is Visual Studio free? I already worked a bit with Visual Basic, but I don't have Visual Studio...

Yeah, I have Joy-to-Key. I just wanted something...well, more included.

I'll look at all this but maybe I'll wait for the joystick plugin which somebody was saying he is making.

And about my Construct/MMF names comparison? :-D
Does anybody needs it?...
[color=#FF8040:1bcxxfmk]
Kan[/color:1bcxxfmk]
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Post » Fri Jan 08, 2010 2:52 am

post it up in tutorials, im sure itll be of use to alot of ppl
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Post » Fri Jan 08, 2010 10:57 pm

Cool! :D Thanks!

And by the way, if ever somebody is making the joystick plugin at the moment and read this, when it will be released make a headline to say it! :D
(Sorry for my english, I even don't know if this sentence is understandable...)

Kan
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