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Thread: Suggestion: Allow keyboard inputs to be added to conditions

  1. #1
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    mobichan's Avatar
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    Suggestion: Allow keyboard inputs to be added to conditions

    Just a suggestion, but it is becoming difficult to test any projects (in the PC debugger) with virtual controls by using a mouse to manipulate the onscreen joystick and buttons. Is it possible to allow keyboard conditions when the project is set to iOS build type? Currently it grays them out. This also would make having a single file for multiple runtimes much easier.

    Mobichan

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    I second that idea. After all, MMF does nowadays notify about "incompatible extensions or events" (e.g. if you have some flash-only extension in an iOS project) before building but it doesn't prevent or diable building, just ignores those events. This is great feature and makes the life so much easier. I feel that the keyboard input in iOS should follow this same principle.

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
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    You can use the 'joystick pressed' events to test your game with your keyboard

    However I do think bluetooth key input should be binded to the keyboard object...!

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    Yeah, I use the joystick controls to test on pc. I have two sets of controls, and I just group them and activate/deactivate for whatever platform I'm testing on. Kind of a pain in the ass when you export for xcode, transfer to map, build in xcode, run on your device, and THEN realize you forget to switch the groups, but it's impossible to test many types of games with the mouse.

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    Why do you need to deactivate them? I just allow both the joystick and touch controls, there's no joystick on iPhone unless you use the built in on screen joystick instead of your own... I just let both run at the same time.

    jregork, the Runtime object might be able to help you skip out that confusion, or retrieve the 'device name' from the iOS object, it may default to something specific when running on PC in which case you can test for that.

  6. #6
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    I dont get it. On the PC, just use the normal keys to control the joystick, and on iOS the virtual joystick? Where is the problem?

  7. #7
    Clicker

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    My original suggestion was to be able to have keyboard conditions so all the runtimes could be created from one mfa file. Currently, if you try to create keyboard conditions, they are grayed out if the build type is iOS runtime.

  8. #8
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Just revert to Windows executable build type, enter the conditions, and revert back to iOS. The keyboard conditions will have no effect on iOS (you will have a warning message, that you can disable the application's properties)

  9. #9
    Clicker

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    Sorry, I realize I can change build types, but I actually want to use the keyboard in the debugger on PC. I have never used the built in joystick movements. How would I assign them to keyboard keys to acheive the workaround that was suggested?

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