no control pad support yet?

For questions about using Classic.

Post » Fri Jun 06, 2008 5:34 am

Is this the case? Construct is looking really nice...I was considdering beginning a project with it...but I am planning an arcade style game and need to support control pads. :(
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Post » Fri Jun 06, 2008 5:58 am

Many of the control systems in place are barely even started. Expect major control options to be in place by version 1.0, if not sooner. Stay tuned.
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Post » Fri Jun 06, 2008 4:47 pm

Thats encouraging news. Once movement behaviors can be assigned to control-pads and to multiple players, I'll be hooked! ;)
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Post » Sat Jun 07, 2008 3:22 am

As a work around you may be able to use JoyToKey during initial development:

http://www.electracode.com/4/joy2key/Jo ... ersion.htm
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Post » Sun Jun 08, 2008 3:45 am

That's a good temporary fix so long as you never planned on having analog support.
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Post » Sun Jun 08, 2008 4:50 am

I had thought of that (temporary) solution as well....but I'm more worried with compatibility issues once construct is updated to actually support the control-pads and multiple players using movement behaviors....

In other words, I'm worried if I start developing now, will my CAP file still load when these features are overhauled?
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Post » Mon Jun 09, 2008 1:25 am

Because the plugins are separate from the base program, the answer is a mostly confident "yes."

What I've done in my MMF days is call controls from an INI. That allowed me to not only offer full customization to the player, but also pass along any key to any function in the program. Unfortunately for now, Construct's behavior controls are locked into each application's default controls. I believe it would be a nice, temporary work around if maybe Ashley or Rich could modify the plugins to accept controls from an expression, untying them from the defaults. The fancy UI could come later.

Any devs listening in? It could go something like this.

[code:2jw0ex3c]//User Defined Control at Runtime
+Keyboard and Mouse: User clicks on button "Set 'Jump'"
-Set INI 1,1 to (capture next input)
-Set Global Variable "P1_Jump" to (INI 1,1);

+Keyboard and Mouse: (Global Variable "P1_Jump") is pressed.
-Behavior: Jump;[/code:2jw0ex3c]
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Post » Mon Jun 09, 2008 5:11 pm

sounds good to me...If things could be controlled by variables like that...it would be muych easier to create enemies with AI using the platfoorm movement.
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Post » Mon Jun 09, 2008 5:39 pm

I might be mistaken but I think that's possible already, probably just a case of modifying the plugins.

In any case the way that controls are defined in the application settings means that when new methods of control (joysticks gamepads etc) are implemented it's just a case of inserting a plugin.

DirectInput is the general standard which most new input devices support, so that'd be a good bet. (Has stuff like force feedback too, which is a plus.)
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Post » Mon Jun 09, 2008 6:38 pm

Cool, then. Is that your department or Ashley's? I'll be sure to keep the idea fresh in hopes of seeing it sooner than later.
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