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Messages - bigsofty

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1
Media Section / Re: STEAM - Asset Creator
« on: 2022-Nov-28 »
Good stuff!  :good:

2
GameInput.GetPlayerName$()?

type is not defined : TYPE 'GameInputs' has no member 'GetPlayerName$'

Possibly a custom function for your game?

3
Lookin good Spacefractal, I'll test it when I get back to my house, tomorrow night.  :good:

4
Looks good, I like the nice short syntax.

I haven't used Android for years though, so I cant comment on do's and dont's for that input system I'm afraid.  :noggin:

5
Yeah, logically you can just treat the keyboard as a controller but with a lot of buttons.  :S Confusing the matter slightly is that of international keyboards, where KEY() does not equate to a certain ascii character. So any game default keyboard have to take this into consideration when informing the user what key to press for what action.

Looking good so far Spacefractal!  :good:

6
One small suggestion, as my old lib does it this way, is for each button to buffer each button scan. This would be a list of the button states, discarding the very earliest states in the list, I save the last 2 seconds, of button scans.

This would allow more history of key presses. Examining the list for certain action.

Easy to see if the user is holding down a button, say for in my case a secondary fire mode with a large single shot.
Check for combos, double presses, or even triple presses. Up and down, in quick succession.
Check if he is cheating with an auto fire 🤪

You can obviously do it in the game code but this way abstracts the usual fluff of having to set flags outside the lib.

Good luck with the lib, I've decided to rewrite mine because of some of the points raised here, which is a good thing!  :good:



7
Interesting, sounds good. I have been using my basic controller library for a while now. Unfortunately this thread has highlighted some shortcomings in my own approach...  :'( Seriously though, it will be interesting to see what you finally come up with Spacefractal.

8
Looks good.   :good:

Yeah, my 8bit do pro 2 wired is not in the controller database either(even though Valve uses this DB for Steam) but my Xbox One controller is.

Better to cycle through a diagram of a generic joypad, highlighting buttons and asking the user to press(or skip) the equivalent button on their controller, to make custom templates. Maybe setup some of the more popular ones by name by default. Xbox, Ps4 for example.

9
This guys got quite a few vector art based ones...

https://zacksly.itch.io/

There CC By 3.00 license, so you can share if credit is given.

Oh and here is the 8bitdo Pro 2...

10
Out of house till tomorrow night but maybe this database of controller mappings may help?

https://github.com/gabomdq/SDL_GameControllerDB

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I have some 8Bitdo Pro 2 Wired USB Controllers for Switch, these results any use?

12
Great little puzzler, not a concept Ive seen before.

I agree with what the the other have said, a little more feedback when things are not going your way would be nice.

Other than that, some number animations and possibly some particle FX be the cherry on the cake.

Otherwise very well done Svenart!  :good:

13
Ah, no worries, your heart and priorities are in the right place Ian. I hope you find the time to get back to your hobby.

14
Fear of code, once I realised it was actually "a thing", somehow made my irrational apprehension of sitting down to code easier to ignore. It helps to know other are in the same boat sometimes.

My biggest problems now are mainly physical, lost my eyesight in one eye and am partially sighted in the other due to an accident at the end of 2018. I can still code but it takes a little longer now and some patience.

My advice Ian, for what it's worth, wet your toes a little. Start small, a little utility here or an easy debug there, and you'll soon be comfortably back on the horse.  :good:

15
I try to document but it's never enough. I was taught proper documentation's practices at college but I was amazed to find that many times it took longer to document than code!  =D So i try to find a happy medium.

One extra small thing Ive done which helps, is that I made a function in my game that zips a copy of the source files(names it current time and date) every time I run the game. This gives me a rudimentary version system through each day, so it's easy to back track.


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