Interaction from the player that corresponds to action in the game. Or in simpler terms - pushing buttons!
2
votes
4answers
188 views
RPG movement holding down button
I've been writing a simple top down mini RPG in python.
My problem is that when I move the player I have to repeatedly tap the arrow key. Each time I tap the key the player moves 5 PX in the ...
0
votes
1answer
124 views
How to prevent the player from clicking too fast [closed]
I'm having trouble with some bullets in my game, the M1911, which is supposed to be semi-auto is only capable of shooting one projectile per mouse click (trying to learn how to do multiple ones at ...
0
votes
1answer
53 views
Client send rate for network games
As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
1
vote
1answer
67 views
Can not enable IME to capture Chinese characters in SharpDX
Just found that direct integration of IME is blocked in Windows 8, moving on to TSF now.
By now, there is lack of Microsoft's Document about TSF, this will be hard.
I am using SharpDX and the ...
1
vote
1answer
40 views
LibGdx: How do I combine 2 GestureListener objects from 2 seperate classes into 1 GestureDetector
I'm trying to make 2 separate classes, 1 a VirtualJoystick class and 1 a VirtualButton class. I want to implement a GestureListener class in each, it just seems like good code to do so, but when I go ...
1
vote
0answers
37 views
Translating an object with a joypad
I'm trying to move a 3D plane with my mouse joysticks. At the moment my code, inside the Update method, is as follows:
xMin1 += Input.GetAxisRaw("LeftRight");
yMin1 += Input.GetAxisRaw("UpDown");
...
2
votes
3answers
130 views
InputManager in Unity
I´m having a rough time trying to figure out a proper way of dealing with key mapping and key bindings in unity.
The built-in unity input manager is useless to me since it doesnt support key mapping ...
-2
votes
0answers
43 views
2d Rotating Turret misbehaving when I target left side of screen [closed]
I have been fighting this for a while now. At its core the game is much like Missle Command on steroids, or will be if coding does not drive me crazy.
For right now I just need to get a turret on ...
0
votes
0answers
60 views
fire multiple events in InputListener
I have two Actors on my stage in libgdx and and both have a InputListener. I override the touchDown method and it works fine. My Problem is that when I press my Actor Z and a second later Actor Y only ...
0
votes
0answers
46 views
Top down 2D camera in relation to keyboard commands
I have a basic 2D camera:
transform =
Matrix.CreateTranslation(-position.X, -position.Y, 0) *
Matrix.CreateRotationZ(-rotation) *
Matrix.CreateScale(new Vector3(zoom, zoom, 1)) *
...
0
votes
2answers
111 views
How to I rotate a triangle by dragging the mouse in libGDX?
More specifically, I have rotation working in a way I don't like as follows:
//Draw the triangle using this draw method
//batch.draw(texture, x, y, ...
-1
votes
1answer
68 views
XNA Framework doesn't recognise controller [closed]
So just a little bit of XNA code:
if (this.IsActive && (Keyboard.GetState().GetPressedKeys().Length > 0 || Mouse.GetState().LeftButton == ButtonState.Pressed || ...
2
votes
3answers
177 views
How To Export Blender Game Logic for Controlling Actor Actions?
Question:
How does one export Game Logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet"?
Problem Statement:
I have a Blender model that has ...
0
votes
3answers
147 views
Input handling with callbacks
I have set up a class for input handling that allows me to create key bindings with different key behaviours such as single press action bindings where the action will only happen once if the key is ...
0
votes
1answer
157 views
Moving the camera as in a first person shooter
I am trying to implement the movement of the camera with the mouse. The result I want to achieve is the same that you get when you move your aim in a first person shooter.
Here is the code I wrote, ...
0
votes
1answer
54 views
Merging InputProcessor and GestureDetector
I'm planning to make a simple soccerball app. When I attempt to drag the ball, I use the touchDragged() from InputProcessor to move the ball left or right. Next, while holding before releasing, I use ...
2
votes
1answer
83 views
Translating a terrains position using input in Unity 3D C#
I am trying to make a terrain in Unity move, but im having trouble. Here's the code i have.
using UnityEngine;
using System.Collections;
public class NewScript : MonoBehaviour {
Camera camera;
...
-1
votes
1answer
73 views
My ClanLib based Keyboard Manager not working [closed]
I created a simple Keyboard manager to detect whether buttons are currently pressed, or if where pressed in that frame. It seems like it should work, yet it seems to not read anything. Here is my ...
11
votes
3answers
562 views
Why is forward=down mouse orientation commonly called “inverted”?
If you look at 3D games that allow you to control the camera using the mouse--most notably first-person and third-person shooter style games--you'll usually find two specific details:
By default, ...
1
vote
3answers
85 views
Unity3D smooth movement with joypad button press
First off, I'm sorry this is such a silly question, but for the life of me I can't seem to get it to work. And I've just spent the last hour trying to do so.
All I want to do is have my camera move ...
4
votes
1answer
204 views
Character Movement in 3D games
I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games.
I'm mostly interested in how people usually implement character movement in games like ...
3
votes
3answers
207 views
Unable to detect continuous keypress event in SDL
I am developing a game using SDL, and am unable to do continuous motion for my object when a key is held down.
I'm calling SDL_PollEvent() to retrieve all events during a frame, and passing each ...
3
votes
3answers
413 views
Input handling in component based design
I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine.
The component based design I used was based on T=Machine's blog ...
0
votes
1answer
134 views
Problem with GLFW input
I am using GLFW for the input in my game. I just started learning it and I have encountered a problem. The problem is the input, I have a callback function, where I check for keypresses. I want the ...
3
votes
1answer
177 views
Portable buffered keyboard input for XNA / MonoGame?
As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...
1
vote
2answers
135 views
Controlling player and camera movement in a 3rd person game with keyboard and mouse
In many action games with a third person view, joystick controls typically map the left joystick for player movement and the right joystick for camera movement (or more precisely camera's direction ...
7
votes
2answers
780 views
Game state and input handling in component-based entity systems
My question is:
How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around?
So the design of my entity system means that when an entity needs ...
1
vote
0answers
117 views
Help with Windows RawInput
I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement.
The problem ...
3
votes
1answer
95 views
Calibration of a 6 DOF tracking device
Setting: In our facility we have a 3D laboratory with 3 large displays (two edge-to-edge on orthogonal walls, one on the ground, also edge-to-edge). Its primary use-case is exploring 3D virtual ...
2
votes
2answers
70 views
Adjust Keyboard input to match look direction?
A concept I am working on uses W,A,S,D for movement and sometimes the camera will be oriented so that the game is side scrolling, where D is forward (moving right), but other times the camera might be ...
0
votes
0answers
122 views
LWJGL Mouse Input [closed]
I have this mouse function in my LWJGL program:
public void mouseInput(){
int mouseX = Mouse.getX();
int mouseY = 600 - Mouse.getY();
int mouseDX = 0, mouseDY = 0;
int lastX = 0, ...
-2
votes
1answer
186 views
What intuitively meaningful 2D transform can three-finger multitouch represent? [closed]
With two fingers on a touch sensing plane, we can "grab" (control) two points within a section of 2D plane.
It means it is possible, using two fingers, to translate, rotate, and scale a 2D object ...
1
vote
2answers
168 views
Key-Binding in XNA
I have been thinking about this issue for a while now and my recent efforts to find an already existing answer have not been successful.
I am trying to implement a menu system via which the player ...
1
vote
0answers
89 views
Input and packets handling when using render interpolation
I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
10
votes
5answers
287 views
What is a suitable input method to use for a 2D platformer on a touch device?
I am creating a 2d platformer game like Super Meat Boy in which precision of movement of my lead character matters. I am using libgdx. The keyboard controls on the PC work precisely, but when it comes ...
0
votes
4answers
188 views
Twin stick shooting with keyboard
In a top down shooting game, what alternatives are there for input if I want the direction of movement to be independent from the direction I'm shooting at? I'd like to avoid shooting with the mouse ...
-2
votes
1answer
65 views
Java Translate Key Input [closed]
I decided to randomly start a small OpenGL 2D game, and the problem is, my keyboard input isn't working. There are no errors or anything, however, the little square I've created refuses to move. ...
0
votes
0answers
65 views
Touch responsiveness on iPod
0 down vote favorite
I wrote a simple code that makes an object follow moursor or touch input and works so fast and responsive on editor but when I deploy it on my iPod, it has a slight delay. If you ...
1
vote
1answer
104 views
If statement causing xna sprites to draw frame by frame
I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I ...
4
votes
5answers
478 views
Input/Output console window in XNA
I am currently making a simple game in XNA but am at a point where testing various aspect gets a bit tricky, especially when you have to wait till you have 1000 score to see if your animation is ...
4
votes
1answer
220 views
How would I handle input with a Game Component?
I am currently having problems from finding my way into the component-oriented XNA design.
I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to ...
1
vote
1answer
386 views
Input Handling and Game loop
So, I intercept the WM_KEYDOWN and other messages.
Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of ...
0
votes
3answers
625 views
How can I make a C++ countdown timer that doesn't freeze user input?
I'm planning to use the Sleep() function to implement a countdown timer. But this freezes the input of the user at the same time. Thus I wanted to ask if it is possible to have the countdown still ...
5
votes
1answer
334 views
Fighting Game and input buffering
In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 ...
1
vote
3answers
158 views
How can I make smoother upwards/downwards controls in pygame?
This is a loop I use to interpret key events in a python game.
# Event Loop
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == ...
0
votes
1answer
252 views
Maximum number of controllers Unity3D can handle
I've been trying to find out the maximum amount of xbox controller Unity3D can handle on one editor. I know through networking, Unity is capable of having as many people as your hardware can handle. ...
0
votes
0answers
125 views
Game Input mouse filtering
I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. ...
0
votes
0answers
70 views
record and replay directinput events
I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each ...
5
votes
2answers
593 views
Checking for alternate keys with XNA IsKeyDown
I'm working on picking up XNA and this was a confusing point for me.
KeyboardState keyState = Keyboard.GetState();
if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A))
{
//Do stuff...
...
1
vote
2answers
159 views
Making an interface for input in C - How?
I have a big question. I started to develop a simple 3D engine (or should I call it framework?). I use OpenGL for rendering and it is developed for Windows. It is all written in C.
But I don't know, ...