New Custom Controls Plugin coming soon (360 support)

New releases and general discussions.

Post » Wed Jun 10, 2009 12:50 am

[size=80:2mklf03m]Working on New Custom Controls Plugin
to work automatically with built in behaviors, and also to work through built in control system with no Add Controls action
and also, to work with xbox360 controllers
also, controls set through plugin will not have 360 controller left right up down glitch

should be out by the end of Aug[/size:2mklf03m]



[size=150:2mklf03m]
[color=#00BF00:2mklf03m]download EXE sample here![/color:2mklf03m]
[/size:2mklf03m]
[size=85:2mklf03m][color=#408000:2mklf03m]click on a control (Left Mouse Button) to override it. the next key pressed will be set to that control
try saving a control scheme and saving it. Loading your control scheme off the hard drive is instantaneous![/color:2mklf03m]
[/size:2mklf03m]

[list:2mklf03m]Features:

[*:2mklf03m]Set up to 100 different controls for up to 10 players (total of 1000 controls)[/*:m:2mklf03m]
[*:2mklf03m]Allow players to change keys at runtime[/*:m:2mklf03m]
[*:2mklf03m]Save keys to a file and load them to individual players[/*:m:2mklf03m]
[*:2mklf03m]Saves key config files not easily readable in a text editor[/*:m:2mklf03m]
[*:2mklf03m][color=#BF0000:2mklf03m][size=105:2mklf03m]Now easy and intuitive to use, with no strange hacky wackiness![/size:2mklf03m] [/color:2mklf03m][/*:m:2mklf03m][/list:u:2mklf03m]

[color=#BF0000:2mklf03m]you no longer need to do "Use Expression" on "MouseKeyboard", or set up "for" loops. Everything related to your custom controls has a simple action or condition.
[/color:2mklf03m]

[size=150:2mklf03m][color=#00BF00:2mklf03m]download plugin and example cap here[/color:2mklf03m][/size:2mklf03m]


[size=150:2mklf03m]Actions:[/size:2mklf03m]


[size=150:2mklf03m]Conditions:[/size:2mklf03m]


tutorial:
[list:2mklf03m][*:2mklf03m]Add controls to your game using the [color=#0040BF:2mklf03m]Add Control[/color:2mklf03m] action[/*:m:2mklf03m]
[*:2mklf03m]Arm controls when you want to set them, using the [color=#0040BF:2mklf03m]Arm Control[/color:2mklf03m] action[/*:m:2mklf03m]
[*:2mklf03m]The [color=#0040BF:2mklf03m]Set Armed Control[/color:2mklf03m] condition will set the next pressed key to the armed control, if you have any armed.
[/*:m:2mklf03m]
[*:2mklf03m][color=#0040BF:2mklf03m]On Control Pressed[/color:2mklf03m], [color=#0040BF:2mklf03m]Control is Down[/color:2mklf03m], and [color=#0040BF:2mklf03m]On Control Released[/color:2mklf03m] are now built in, and are self explanatory.
[/*:m:2mklf03m]
[*:2mklf03m]You can save or load key configs, with the [color=#0040BF:2mklf03m]Save Key Config[/color:2mklf03m] and [color=#0040BF:2mklf03m]Load Key Config[/color:2mklf03m] actions, also, self explanatory.
[/*:m:2mklf03m]
[*:2mklf03m]You can display set Keys with the [color=#0040BF:2mklf03m]GetControlString[/color:2mklf03m] expression
[color=#800000:2mklf03m]Set Text to GetControlString("jump",1)[/color:2mklf03m] would set text to [color=#800000:2mklf03m]"Space"[/color:2mklf03m] if Player 1 had set the space bar as their jump button
[/*:m:2mklf03m]
[*:2mklf03m]You can change the default string (from "Space" to "Space Bar" for instance) with the [color=#0040BF:2mklf03m]Change Display String[/color:2mklf03m] action[/*:m:2mklf03m][/list:u:2mklf03m]
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Post » Wed Jun 10, 2009 6:38 am

Good work :). A lot of people should like the XBOX 360 controller stuff.
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Post » Wed Jun 10, 2009 6:53 am

Looks pretty sweet :D

How difficult would it be to get/set the button presses for other kinds of game pads?
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Post » Wed Jun 10, 2009 8:15 am

[quote="I":2aj3hg0k]
When Construct 9.4 arrives, there will be another version of the plugin made that will allow you to control built in behaviors, and add Xbox360 controller support[/quote:2aj3hg0k]
[quote="Rich":2aj3hg0k]Good work :). A lot of people should like the XBOX 360 controller stuff.[/quote:2aj3hg0k]
[quote="deadeye":2aj3hg0k]Looks pretty sweet :D[/quote:2aj3hg0k]
Thanks guys. My mistake, though, I didn't mean I'd be adding the 360 support itself. I can't take credit for that, that was David. The 360 controller support is going to be built into construct as a new behavior in the next build. What I will be adding is the ability to change, save, and load your 360 controller key configs at runtime.

[quote="deadeye":2aj3hg0k]How difficult would it be to get/set the button presses for other kinds of game pads?[/quote:2aj3hg0k]
In chat, David mentioned that completing the XInput plugin meant a DirectInput plugin should also possible. And indeed, Xinput is supposed to be like a new Directinput, so I would think it wouldn't be too much more trouble to add DirectInput. (Xinput=360 controller, DirectInput=Everything Else) I think it only makes sense to add it, , then construct's controller capabilities will be very well rounded. Hopefully, we're all on the same page :). And of course, if a DirectInput plugin is released, I will upgrade this plugin accordingly.
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Post » Wed Jun 10, 2009 10:02 am

Awesome job so far! :D
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Post » Wed Jun 10, 2009 7:58 pm

[quote="lucid":l8pxm95m]When Construct 9.4 arrives, there will be another version of the plugin made that will allow you to control built in behaviors, and add Xbox360 controller support[/quote:l8pxm95m]

Will the Xbox 360 support include dual analog support?

I need it badly for a project I've been working on. I want to make a shoot em up with geometry wars style controls (one stick moves, the other aims and shoots).
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Post » Wed Jun 10, 2009 9:03 pm

mach, according to David. It should support the entire controller
including vibration, so yes, the analog sticks are supported

it was still pending whether or not the analog sticks could be used as digital controls so if it wasn't an analog game,
and you just had a left "button" like the d-pad,
you could just choose analog left as a control, and it would behave like a DPad.
without that feature you can still do this with events,
and I will also add the feature to this plugin, if it isn't included.
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Post » Thu Jun 11, 2009 9:44 am

Awesome! Need to start using this.
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Post » Thu Jun 11, 2009 10:44 pm

Standard PC joystick support too plz?
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Post » Thu Jun 11, 2009 10:49 pm

[quote="Madster":3fxu7toa]Standard PC joystick support too plz?[/quote:3fxu7toa]

[quote="i":3fxu7toa]
Thanks guys. My mistake, though, I didn't mean I'd be adding the 360 support itself. I can't take credit for that, that was David. The 360 controller support is going to be built into construct as a new behavior in the next build. What I will be adding is the ability to change, save, and load your 360 controller key configs at runtime.[/quote:3fxu7toa]
[quote="and later I":3fxu7toa]
[quote="deadeye":3fxu7toa]How difficult would it be to get/set the button presses for other kinds of game pads?[/quote:3fxu7toa]
In chat, David mentioned that completing the XInput plugin meant a DirectInput plugin should also possible. And indeed, Xinput is supposed to be like a new Directinput, so I would think it wouldn't be too much more trouble to add DirectInput. (Xinput=360 controller, DirectInput=Everything Else) I think it only makes sense to add it, , then construct's controller capabilities will be very well rounded. Hopefully, we're all on the same page :). And of course, if a DirectInput plugin is released, I will upgrade this plugin accordingly.[/quote:3fxu7toa]
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