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  • the workaround is simple actually

    I didn't realize it before I last posted, but here it is:

    http://dl.getdropbox.com/u/1013446/lastkeypressed.cap

    all you do is one event with a loop

    for loop 0 thru 255
    ---on key [loopindex] pressed[/code:3c8mr52t]
    
    to set the key to loopindex, you have to right click where you choose a key, and click Use Expression
    
    when this event is triggered, loopindex is the numeric value of the key pressed
    
    and it's easy from there to set global variables
    and use expressions again to choose your key
    on key global('up key') pressed
    
    fun stuff
    I love construct
  • you can check if a key is down and don't need to remember a number, you can just choose which key

    but I'm not sure the operation you're talking about is built into mouse/keyboard, however is easy to implement, if you already have events for the keypresses. do you just want to know if they press anything on the keyboard?, or the last key they used that is a set key in your game?

    like if they pressed space, which is the fire button down last.

    if it's just controls, then in the events that catch the button presses, you just set a global or private variable to whatever control you're in the event for

    it's possible to test for any key, but it's more complicated than just making events for specific keys

  • I knew about the new build, which is good,

    but I thought I read somewhere that when the copy paste does work on canvases

    it takes like a second (literally), and pretty much pauses your game?

    I mean, I understand if it's too difficult and low priority to be plausible

    but I am curious if that's true, do canvas copy/paste operations

    slow down your whole game?

  • yes, thank you newt, thats what i meant.

  • it crashes when i try that, but from what understand copying to image manipulator is so slow even when it does work that it isnt useable for realtime effects

  • if hash table contains value at key "key"

    and it should pick that hash table

  • distort map for canvases

    distorted pasting doesn't have to be supported, distortion can be ignored during drawing to the canvas like rotation is, but just being able to distort what's already on the canvas would be awesome

  • awesome stuff

    just so you know though

    you only need one function object

    and you make all the functions you want

    function call function "x-rot"

    you can even use expressions for function names

  • thomas, that stuff looks awesome

    super atmospheric

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  • I think some stuff would be easier with an isometric behavior for movement, or options for the look of the grid, but as it is now, it's not too difficult to get it to work

    it's not like these complex workarounds, know what I mean?

  • oh man

    it's crazy, because I scheduled a few days vacation time near the end of may, specifically to be able to work on my engine. if this comes out just before vacation starts, that would rock

  • height and width need to be equal

    I didn't have to skew the sprites to make the grid work

    I skewed them to make them easier to draw, by being flat squares when I drew them

    but you set height and width of grid to the same thing

    or every other horizontal line of tiles won't be able to be in the right position

    go into my isometric example and change the snapping so width is twice of half, and you'll see what I mean

    but it's true, the snapping works fine, it's just visually the grid doesn't look like you'd expect it to, but one you place a tile or two, you don't need to see the grid

    it's obvious where things are

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lucid

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