Link to .capx file (required!):
Steps to reproduce:
1.<img src="https://www.dropbox.com/s/1p27jibe54q7yrm/Picture1.png" border="0" />
with different Gamepad ID assigned to them with they still shoot spawn an object at each
the both gamepad ID are different (setting up for player1/Player2 to shoot) they are meant to shoot with their respective controllers that being either player2/player1
was using 2 360 controllers to check as well
Internet Explorer: no
Operating system & service pack:
Windows 7 32-bit
Construct 2 version: r139
if the image doesnt show up here's a link of it https://www.dropbox.com/s/1p27jibe54q7yrm/Picture1.png
I'm not sure why you call this a bug. If I understand you right you want to spawn from player1 if gamepad 0 is used, and from player2 if gamepad 1 is used?
But instead you order C2 to spawn from both, player1 and player2, when any gamepad is used. (That's what 'or' does. It checks if gamepad 0 or gamepad 1 is used and if so then executes all actions following this condition)
You have to use seperate events for gamepad 0 and gamepad 1.
Or did I misunderstand?
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I made an example showing how to use the same programming for more than one controller
It's basically a "For" from 0 to gamepad.count so it should work for any joystick that's connected.
Then you can use "loopindex" to pick which instance you want.
Closing as not a bug. Your events are wrong: they say to always shoot regardless of which gamepad's button was pressed.
I have a problem with dual gamepad configuration too.
I've used the single gamepad and works fine, but when I add more event for dual gamepad, The Game won't detect any user input.
I'm using this kind of gamepad.
can anybody help me fix this?.
more detail :