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Messages - spacefractal

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16
Im should here possible to return which key that is used for a partical button, then up to the game to uses it.

Anyway, far from all glbasic games uses a fulll game controller. Most games only uses few input, so you dont need to remap a full controller, if its not needed by the game.

etc example a stick/dpad and 2 buttons.

Same with keyboard. Games that uses all buttons, would property been a keyboard/mouse game. Mouse is not used by the gameinput.

Powerup Elevation is example a case im dont uses gameinput for the keyboard (can been checked), if a player is a keyboard or not. This is due nature of the game.

17
Code: (glbasic) [Select]
Remap on a [ps4 fun controller]|Hold [Down] with your primary [Left Stick/Pad]
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Face Bottom] Button|wait [5] to end mapping
Remap on a [ps4 fun controller]|Hold [Face Bottom] Button|wait [4] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Face Right] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Face Left] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Face Up] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Back Left Top] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Back Right Top] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Back Left Bottom] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Back Right Bottom] Button|wait [5] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
Remap on a [ps4 fun controller]|Hold [Dpad Down] Button|wait [5] to end mapping
Remap on a [ps4 fun controller]|Hold [Dpad Down] Button|wait [4] to end mapping
Remap Controller: [ps4 fun controller]|Dont touch any Sticks/buttons
FINISH

Also if dpad was used as a stick, the stick will been skipped (only uses as a hat), as im asume the controller dont have such of one.

Would works like this. Currectly working from logcat. Still working on it. Should show Key rather than button when on keyboard. hihi.

18
im is not intersered for any button combos as this is not what a controller api, like that one im doing is. This is what a game that using the api should do. All im want to do is make sure the remapping is easy as possible and let api do the job when remapped.
 
etc im started on the remapping, and do something like this when a user call it:
Code: (glbasic) [Select]
LOCAL result=GameInput.Remap_ScanCode(1, "a:Face Bottom,b:Face Right:,x:Face Left,y:Face Up")
LOCAL status$=GameInput.RemapStatus$

the result would simply just return TRUE when finished or the user quit. Api does the rest. That include keyboard and joypad. (number 1 is a player).

btw need to deal with the stick. Some controllers might not have a stick, but only a dpad. Those that only have a dpad might have reduced number of buttons. So you can quit/end it anytime. So first you should do is move the stick..... im havent implemented it yet.

19
getting more code today. Etc im choosen to uses the digital button and not the analoge trigger on a switch/ps4 for to get more combatible as possible. Those controllers sends 2 inputs, the analoge and a digital one. Im just choosen to take advance of that in this case. Most of time, we dont using the analoge trigger anyway, except its a racing game.....

Also im did a another SCANCODE, like INKEY$, which can been used per player here today (this include both keyboard and controllers). Its seens the button one on the analoge trigger might invoke before the analoge one. This is just to been aware when doing a remapping lol.

Also..... some controllers has AB and XY swapped. Im should do code for that as well as a user selectable. But the game can both disable and enable it. Like using it in menus, but not ingame.

Sooner or later im will also release the code as well. Property later next week.

20
its would been something like that, but of course with only the input a game would need.

Also that string based system did caused the code to been vastly shorted with fewer lines, since only the init and a function take care most of it really.

Also im will also see how im can save the code for a controller, so people a least could tweak it, even there is no remapping feature in a Windows game.

Today im implemented keyboard keys as well. On Android, its would been keyboard only of course as this would been easier its should, that way im impleneted using KEY(), while its why a outout is from 0-128 rather than 0-1.

But all in all, its totally impossible to support every gampad, but 99% of times, remapping should do the job. That is the main goal here. This time the utility should do this for you as well. even for each player.

btw, for standard, its of course ps4, switch and xbox. the main layout would been  after ps4, not xbox. The main thing here, its depend how the trigger is used (on Ps4, 3 axis returns -1 on 3 axis, while a xbox does do that).

21
Looks different than me. This cause its very important to also possible to remap on controllers, so you can support them all, regaardless thier configuration.

etc im will improve GameInput and clean its vastly up and also would been possible to remap keyboard too with the utility in same method with a String. etc a was seen as axis, while b was a button, then im uses k for a keyboard button....

Etc im will uses a screen like it.

PS. IM guess its could been looks much better.

22
Im consider im should a little seperate remapping utilty you can uses for the game, rather than doing it from ingame. In that way GameInput could automatic tacle that rather than the game needs to do the same.

Howover can somebody draw a nice controller image that resemple a controller that could been used from a big compony, which should should like a generic controller.

Something like this in the same resolution, but without colors and antialasing:
https://opengameart.org/content/generic-gamepad-template

Then im will give it a try. Im also could do same kind of utility for key binding as well.

By now the utilty would been Windows only (but im will include the source code of course).

23
except not getting the GUID code, its acuelly easy to implement the style of the data used in the database and also a better way to remap later (binding).

Also its looked like the HORIPAD S switch controller as im is not in the database.... damn :-).

24
This is a good database. The only issue is im in this case need to find out how to get the GUID code of that controller. When its possible, im could actuelly implement that one in the GameInput API instead that one im using (only contains official xbox, ps4 and switch controllers).

25
Just give me the screen like the above one.

Anyway im think found a method im can detect, its using a xbox or a ps4/switch laylout....

Code: (glbasic) [Select]
self.code$[i]="standard"
IF RIGHT$(self.NAMES$[i],1)="s" OR INSTR(self.NAMES$[i],"switch")>-1 OR INSTR(self.NAMES$[i],"pro controller")>-1
self.code$[i]="switch"
self.digi[i]=-1
ENDIF

IF INSTR(self.NAMES$[i],"ps4")>-1 OR INSTR(self.NAMES$[i],"ps3")>-1
self.code$[i]="ps4"
ENDIF

IF INSTR(self.NAMES$[i],"xbox")>-1 OR INSTR(self.NAMES$[i],"360")>-1
self.code$[i]="xbox"
ENDIF

IF self.code$[i]="standard"
LOCAL result=GETJOYBUTTON(i-1, 6)+(GETJOYRX(i-1)+1)/2
IF result<0.4 OR result>0.6 THEN self.code$[i]="ps4/switch"
ENDIF

GETJOYBUTTON(i-1, 6)+(GETJOYRX(i-1)+1)/2 gave 0.5 on a xbox controller and 0.0 on a ps4 controller or if its dont have such a left trigger.

26
Those who have Swicth Pro controller. Can you checking which buttons that does that.

Etc im need the name of it, and how and which axis the right controller and the both analoge triggers does.

Im purchased such of one you can see, but that controller did not have the analoge trigger, but a digital trigger instead (not a issue in such a game that is not racing really). Im wasent aware of that of course, but im implementated this feature of course.

Im do believe they follow the ps layout button wise, not xbox. Then im will update my GameInput thing for Windows.

27
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2022-Nov-03 »
Ahh, im remember fullscreen was a issue on the Mac, where im used a windowred mode back in the days.

Im do have no longer a Mac. So im have no possible to test it. So its can been some sort here.But its depend if the game actuelly has reach the first code or not or something internal happens. Im have no idea.

 Also im completly forgot that little "tank" game. Actuelly like the graphics here.

A bit too much offtypic as its was meant for this game, hihi.

28
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2022-Nov-01 »
Mac using Parallels is something that is not officially supported. No idea what my own games does. Can been a similar issue with the music, trying to launch a apps that does not exists and fails?

Can you test one of my own game, if this is the case? (im fixed all my games removing the music and using samples instead, so its works on Steam Deck).

29
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2022-Oct-31 »
this game should not uses extended thing. but im do can see you do it with the burger game.

30
Im have not touched the html5 part, which meant im cant or wont fix it issue. This is up to Gernot. Emscripten does seens to support 5 mouse buttons. Not all devices would of course could support right click (touch screen devices has no use of them).

PS. Im will move it to the bug section as its mightbeen such this. Hope its ok.

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