New Custom Controls Plugin coming soon (360 support)

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Controller Support ,TouchScreen Support , Keyboard Support , Action Platformer, Lots of Animations
  • 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

    download EXE sample here!

    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!

      Features:
    • Set up to 100 different controls for up to 10 players (total of 1000 controls)
    • Allow players to change keys at runtime
    • Save keys to a file and load them to individual players
    • Saves key config files not easily readable in a text editor
    • Now easy and intuitive to use, with no strange hacky wackiness!

    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.

    download plugin and example cap here

    Actions:

    <img src="http://dl.getdropbox.com/u/1013446/New%20Folder/CustomKeys/Capture1.PNG">

    Conditions:

    <img src="http://dl.getdropbox.com/u/1013446/New%20Folder/CustomKeys/Capture2.PNG">

    tutorial:

    • Add controls to your game using the Add Control action
    • Arm controls when you want to set them, using the Arm Control action
    • The Set Armed Control condition will set the next pressed key to the armed control, if you have any armed.
    • On Control Pressed, Control is Down, and On Control Released are now built in, and are self explanatory.
    • You can save or load key configs, with the Save Key Config and Load Key Config actions, also, self explanatory.
    • You can display set Keys with the GetControlString expression Set Text to GetControlString("jump",1) would set text to "Space" if Player 1 had set the space bar as their jump button
    • You can change the default string (from "Space" to "Space Bar" for instance) with the Change Display String action
  • Good work . A lot of people should like the XBOX 360 controller stuff.

  • Looks pretty sweet

    How difficult would it be to get/set the button presses for other kinds of game pads?

  • 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

    Good work . A lot of people should like the XBOX 360 controller stuff.

    Looks pretty sweet

    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.

    How difficult would it be to get/set the button presses for other kinds of game pads?

    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.

  • Awesome job so far!

  • 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

    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).

  • 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.

  • Awesome! Need to start using this.

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  • Standard PC joystick support too plz?

  • Standard PC joystick support too plz?

    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.

    > How difficult would it be to get/set the button presses for other kinds of game pads?

    >

    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.

  • I know, I was bugging the devs for it

    Oh XBOX360 pad and standard pads are now seen as the same? thank god! I have no idea why it wasn't like that from the very start. In fact as a programmer it bugged the hell out of me.

    That reminds me of a question: EDIT: ALREADY REPLIED TO in the OP, SORRY.

    so how about integrating this with the default Construct install?

  • [quote:38telz0w]

    Oh XBOX360 pad and standard pads are now seen as the same? thank god! I have no idea why it wasn't like that from the very start. In fact as a programmer it bugged the hell out of me.

    no...they aren't the same

    and it is very lame they aren't...directx was invented to unify hardware, and make it so you don't have to program the same thing twice. This is two times in the past few years microsoft has intentionally broken their own paradigm. DirectX9 can do certain DX10 functions, and XP can probably run DX10, and DirectInput is capable of managing a 360 controller. They could have easily made Xinput compliant with old controllers, but that isn't going to make people buy 360 controllers, and bringing dx10 to xp won't make people buy vista

  • <<<< Not everyone has a XboX360. So what about general PC support?

  • i always thought it was weird that 360 pad support came before general PC pad support

  • Nope. You can use a 360 controller on the PC Version of GTA4, but not a standard or PS2 USB controller.

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