lucid's Recent Forum Activity

  • [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

  • 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.

  • but I've never heard of it being common place for a game to use any other controller.

    it's good that microsoft made it possible for large developers to begin developing games for PC meant to be played with a controller. It's unfortunate that they chose to sell more controllers, instead of choosing to open up the market as much as possible. HOwever, Street Fighter IV will be released for PC. and though they are usually very weak ports, alot of 360 games come to PC with controller capabilities. They've expanded the market for GamePad based games to anyone who owns a good PC and an XBox360.

    Being that there are people out there who own other gamepads. (just check out how many PC gamepads they have for sale at any place that sells games, including wal-mart), it would be quite alienating to want to play a game that includes gamepad support, but only if you're using an xbox360 controller. you can also count the PS3 audience who isn't on 64 bit vista as pc pad owning gamers, but only with directinput drivers.

    aside from that,a large market for Pre360 gamepads is people who use emulators to play retro games. There are alot of retro style games being made with construct. It would be nice for the guy who bought a directx usb adaptor for his Sega Genesis pad to join in the fun

    Construct definitely can be used to make commercial quality games. That's a feature you'd expect from a polished title. know what I mean?

    For all the things that Construct does very well, the lack of gamepad support is where it steps on it's own laces and hits the deck.

    Thankfully there are signs that it's being adressed.

    Lucid got the ball rolling in this thread...

    I'm only making the button settings aspect of things, sponge, meaning being able to change your button settings in game, and being able to save and load button configurations. I meant I was adding support for changing and saving button configs for an xbox360 plugin David made to be released with the next build. but thanks for the shoutout

  • in light of what ashley said about it changing size, does it still seem necessary?

    and if so, in addition to stack and queue, and mirrors of the original array plugin actions and conditions, what features would you like to see?

    edit::oh wait!!!

    I know one I always wanted for construct, and that was to be able to create an array of objects that you can pick by array index, I know most people think this is the same as UIDs, but it's not, really. that method is very annoying to implement, and requires you to work around all the features that normally make construct so great!.

    also, mipey

    in stack and queue, can you give me a specific example of what you would be using this for, so I can setup the conditions, and actions to work well in the situation. I haven't had a need for stacks as of yet.

  • why not just put your groups into groups? can you do that? never tried

  • 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.

  • ok, done deadeye.

    I was thinking of changing the name anyway since too many people don't thinking of text blitting in the nonstraightforward nostalgic sense anyway.

    Mipey

    seems a little redundant, since you can split up images in the animation importer. but if enough people agree it's a needed feature, it shouldn't be a problem. splitting up a bunch of sprites into smaller ones doesn't seem like a problem you'd have unless you're using retro sprites you found already that way on the internets, so no as you said, it's probably not needed much.

    but although there are ways of drawing graphical text, aside from importing sprites of every word you want, or tediously placing all the letter and number sprites in order, or making this plugin out of events. Any of those three methods takes enough time, to make it a small project in itself.

    with this you can have scores that change dynamically, names that pop up above characters

    or button setup screens, stories scrolling up the screen, without giving a second thought to it, the way you would if it was a text object. As I said before, most games polished enough to be released commercially have something like this, somewhere in them

  • I will see what I can do westray

    I'm an amateur at C++, so dynamic arrays are still fairly new to me. But I will need to know them well to complete my current personal project

    please remind me when you see me in chat, or send me a pm in a week if you still haven't seen another reply here.

    this should be very easy to make

  • I'm going to be making a Bitmapped font object, also known 'round these here parts as a Text Blitter:

    for those who don't know, this is where you have a separate sprite for each letter, so you can type some text, and have it come on screen like this:

    <img src="http://www.zone38.net/font/bmpfonts.png">

    I want it to be as easy as possible and as powerful as possible to use. The purpose of this thread is to take suggestions, and release the most complete solution possible. It will be easier to build it correctly the first time, than to add features later.

    so far, these are the features I'd like to include, and how some of it will work. If the operations I suggest sound annoying or tedious, please feel free to suggest a better workflow.

    First you need to get your letter images into construct.

    I have two methods I have thought of that seem like the simplest to me. I plan for the plugin to support both. If I have missed an input method you would like to see, please reply and suggest.

    first is a fontstrip, you would choose a sprite like this:

    <img src="http://cg.scs.carleton.ca/~luc/IpsumPlanet-Barcoda-new-font3-2006.jpg">

    Only the extra words at the bottom would be cut off, so it would just be the list of characters

    you tell construct how many letters across and down, and then specify the order of the letters

    I think there should be a few methods to do this,

    1.in ASCII order. Many font strips you see will be in this order anyway. And you can specify a range...for instance if you had a font strip just for 0-9

    you would choose the action

    Get Font From Font Strip,

    tell the x size,

    the y size,

    then there would be a drop down list of the first Character, where you could select 0

    and the last character, where you could select 9

    and that would be it for the first method

    the second would be to specify a list of all the characters, so basically, you call the action, and type in:

    "ABCDEFGHIJKLM"

    etc., that way if the one perfect font just isn't on an ascii ordered strip, you can specify your own order.

    also, you should be able to combine imported fonts, so if you imported 0-9, and A-Z, separately, you can tell the object that this is still one font.

    you can define an offset if you want them to be spaced closer or further than the borders of each sprite when you type

    the other way to import the sprites for your font strip would be through the animation editor

    you have a directory with one sprite per character, import those into the frames, call the action as above, except you wouldn't specify x and y values for an imported animation.

    with this method you could have vastly different sizes for each character. you will be able to specify the spacing with an imagepoint to override the spacing that you set. Also, you should be able to set the spacing at the borders of the sprites,

    or from the hotspot, so you can easily make cursive or graffiti style fonts that overlap uniformly

    you will be able to set the size, of course, (and rescale it nonuniformly, to squash or stretch the "fonts") and the angle. as well as whether text is centered, left, or right justified. I will try to make the first version realtime editable, so a player can type in their name for instance, and it will appear as they type, along with backspace. This will take longer than the other features, though, so it may come later. Another thing I'd like to have is being able to set the width of the typing space, so you can have automatic word wrap...

    anyway, when it's all ready and done, you use the TextBlit Action "Hello, World" at 40,500,200

    and it would type it to screen with your bitmaps instead at xy 40,500, and at zdepth 200

    please feel free to make suggestions, especially if you have a good idea to streamline the way you set what sprites you want for fonts. Don't worry about how it will work, or if it can work, just tell me what would be easiest

    Also, I'm trying to develop any plugin I can to add general functionality to Construct. Like the Custom Keys plugin, this is a feature that can be used by almost anyone, and is used in a large number of polished titles. If you can think of any type of basic useful functionality you'd like to see in construct, that is not already planned by the devs, and is generally useful to anyone trying to make a finished game, please suggest it here. As a disclaimer, I will say, I can't do things like make an online plugin. Think of things you can already do with construct, but would take forever, and cause you to have to slow down the breakneck pace that Construct usually let's you develop in

    I will be developing plugins to fill those gaps.

    Edit: Mods and Devs, please let me know if this is the wrong forum to post this. Plugins forum is mostly frequented by plugin devs, and aspiring plugin devs, and I wasn't sure if

    Feature requests: Suggest and discuss specific additions to Construct and to plugins

    would be appropriate. I want make this a complete and useful plugin, for as many users as possible, but I don't want to impose, botlike, upon the wrong forum, because there will probably be a handful of plugins in the Useful Series.

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  • I didn't even know this was possible. Is it on high end ATI cards too?

    I believe Nvidia will be releasing the specs, and allowing other card manufacturers to use it as well. Also, ATI's high-end cards have GPU accelerated Havoc physics- Valve's physics engine, which is used in alot of games

  • 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.

  • 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
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lucid

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