[PLUGIN] Input System v0.96b (21/03/2011): Keyb+Mouse+Joy

Post and try out addons that are currently in development.

Post » Thu Dec 23, 2010 8:25 pm

Thanks for creating this plugin it works really well for implementing controllers :D

I think i've found a bug though, when assigning buttons. (Maybe other controls)

If you assign a control say
Name of control "ButtonX"
Device type "Joystick"
Device component type "Button or key"
Component number for buttons, sliders, POV and 3DVector "35"

This should assign button 35 on a controller to the control "ButtonX" however it seems like if your controller doesn't have a 35th button the game/program will crash.

I'm not sure if this will happen with other controls like assigning a DPad or analogue stick control that doesn't exist on a controller as both the controllers i own have both.

You can see this in action if you edit one of the buttons in Input System example 2, change say "button4" / Component number for buttons, sliders, POV and 3DVector "4" to 35.

Also the controller has to be plugged in.
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Post » Thu Dec 23, 2010 9:30 pm

Thank you, I've found and corrected the bug.

So now, if value is too big, it will take the biggest one (e.g. last button number).

New release 0.93b ready.
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Post » Thu Dec 23, 2010 11:09 pm

Wow thanks for the quick bug fix :)

I've just tested this in my game and the input system example 2, no crashes or errors.

If i find any other bugs I'll let you know and detail them here, excellent work.

Also I was wondering, is it ok to use this plugin in a commercial game?
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Post » Fri Dec 24, 2010 8:16 am

Yes you can.

I use the same Licence as Contruct (GPL).
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Post » Wed Feb 23, 2011 1:03 pm

What is the difference between this plugin and the object mouse/keyboard, already present in Construct?
(I've already noticed in your description that it supports joystick.)
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Post » Wed Feb 23, 2011 1:49 pm

For mouse and cursor it's the same as Construct but with directX instead of Win32, and with more actions, conditions and expressions than Construct.
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Post » Wed Feb 23, 2011 1:52 pm

[quote="sglorz":9hpaiymf]For mouse and cursor it's the same as Construct but with directX instead of Win32, and with more actions, conditions and expressions than Construct.[/quote:9hpaiymf]

Thanks for the reply and the plugin.
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Post » Wed Feb 23, 2011 2:17 pm

Also, you can customise controls in runtime
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Post » Thu Mar 17, 2011 9:12 pm

omg what have I missed Oo oh I can try the force feedback tomorrow probably if needed
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Post » Fri Mar 18, 2011 2:17 am

Hi again, Ive found another bug.

The bug appears to be with assigning the last button on a joy-pad.

Say you have a generic pad with 12 buttons and a Xbox360 pad with 10 buttons.

Set 14 buttons to be detected.

The last button (12 on the generic pad and 10 on the Xbox360 pad) will be assigned to the last button to be detected 14. When it should be 12 on the generic pad and 10 on the xbox360 pad.

If you use InputSystem.GetControlString the last button (12 on the generic pad and 10 on the xbox360 pad) will be assigned correctly to 12 and 10. However Button 14 will be used.



To test this open Input System example 2 and in (start of layout) for Button1 set the button to 18.

Run the program.

You will see that Button1 InputSystem.GetControlString('Button1) shows Joy Button 11 if you have 12 buttons on your controller when Button1 is really assigned to 18.

I hope I have explained this well, if you need more information let me know.
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