[Plugin] Keycode

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The I18N (Translation) is a Construct plugin created to translate text in game.
  • SullyTheStrange, did you need me to do something with the plug-in?

  • Nope, just bringing your good work back to the front page! Sorry for the confusion. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • No problem! Thanks for the bump!

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  • Problem. <img src="smileys/smiley6.gif" border="0" align="middle" />

    This is something that crops up in Chrome and IE, but not Firefox, which unfortunately MIGHT mean it's an issue with the browsers and not with the plugin. That said, I added onto your example capx to show you the problem:

    db.tt/BH1tg3l7

    All I did was add a single event at the bottom, "on B pressed", that increments an arbitrary variable. Because of this event, if you try to read in the scan code, unicode char, and unicode code for the B key, you'll only get the scan code; the other two won't work. It works for every other key, but if there are events using the key, it won't.

    Think you can take a look at it for me? <img src="smileys/smiley19.gif" border="0" align="middle" />

  • SullyTheStrange, I see what you are talking about. I will try to get this fixed as soon as possible. I think it is connected with the issue rexrainbow discovered previously.

  • SullyTheStrange, i have updated the plug-in on the OP. Please give it a try. I believe it is working properly now.

    Thanks to rexrainbow for pointing me in the right direction!

  • The problem still happens for me... Which browser are you using? Firefox works properly like before, but it still doesn't work for Chrome and IE. <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Yeah, you're right. I normally have Chrome selected as the default browser, so I just assumed I was using Chrome, but I was testing in Firefox. The problem still exists.

    I will work on it some more.

  • Any luck yet? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Unfortunately, no. It appears that the Keyboard plug-in is overriding the Keycode plug-in. Except that it works in Firefox. rexrainbow wondered if it might be the same bug as the keyboard/mouse bug. Any opinions?

  • Ahh, I see. <img src="smileys/smiley6.gif" border="0" align="middle" /> I wouldn't know about stuff like that. A workaround did occur to me, however, though I haven't tried it yet. Since the problem seems to be current controls interfering with reading in new ones, you could switch out all of the controls using rex's PlatformMP and an array to essentially disable them while you're setting new controls, then switch them all back in after you're done.

    I'll report back with results. This is the final serious problem standing in the way of fully user-customized controls, so this workaround might be the only option for now.

  • Okay, no good... This time, the problem seems to be with PlatformMP. <img src="smileys/smiley6.gif" border="0" align="middle" />

    I'm not sure if this is gonna work out...

  • SullyTheStrange, if you need something now, perhaps I could throw together a "KeyboardPlus" plug-in, which would basically be the native Keyboard plug-in with the Keycode expressions integrated in.

    That way, you would just use the one KeyboardPlus plug-in in place of the other two.

    What do you think?

  • Wastrel, sounds good!

    SullyTheStrange, if you put in some time, and i mean allot!!! then you can still have custom controlls but there would be like lots of events.

    You would need to test for each key being up and down and presses, then when the user is setting the keys set those keys active(boolean or something) then have another million events saying if(key is down) simulate what ever,

    You could do that in groups and disable all other groups ect. Its really long!! but would probably work.

  • smitchell, I guess I could do that, but perhaps Wastrel's idea would be easier? <img src="smileys/smiley17.gif" border="0" align="middle" />

    Wastrel, I don't really NEED anything now, or at all really. It would just be really awesome for C2 devs to have an easy way to let users have customized controls. I have a lot of trouble deciding on what keys to use in my games, because I don't know what people want to use. If this worked, it would eliminate that ordeal and make a lot of people happy. <img src="smileys/smiley1.gif" border="0" align="middle" />

    If you think this KeyboardPlus thing would work, then I'd really appreciate it if you could try it. Don't feel like you HAVE to, but if you have time... <img src="smileys/smiley4.gif" border="0" align="middle" />

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