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Thread: InterGalaXia - Playtest

  1. #11
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    Danny's Avatar
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    ColeJ_UK - I spoke with Francois and he agreed it wouldn't be wise to update to the latest BETA for something so close to Peer Review. I use over 600 images so far, as long as it works that's all that matters. As soon as everything is ironed out and the game is released I'll update.

    Yes I forced an xbox profile login after Start or A is pressed to ensure a profile was logged in.

    Looking forward to the feedback regarding controllers and MU particularly. I'm getting to work now on the changes above.
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  2. #12
    Clicker Multimedia Fusion 2iOS Export ModuleXNA Export Module
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    where do i access the owner's lounge forum? i've registered in my account the serial of the mmf2 and xna xporter but i did not find it

  3. #13
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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  4. #14
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
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    Hi, Tested your game.

    Colej_uk said almost everything.But in loading game,when i Press Y button,i see another screen.
    I think that after you purchase game,he should disappears.

    Good Luck

  5. #15
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    Cole - Apologies if I'm being a pain in the ass but could you just run over the controller checking for me? If that is fine then I can iron out all the details above (majority already done) and submit for peer review. I just need to check login on controller 2, different profiles etc. If you go into Medals screen on a different profile I need to ensure it loads up the correct INI. I also need to ensure the game uses the right controller index in-game too.

    Sloxone - I am testing your game as we speak dude. I'll post results on here as soon as I collate everything!
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  6. #16
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    Hi Danny,

    Problem- I tried playing the game with 2 controllers, playing with the second. The space ship only responds to the first controller. The second controller vibrates when you get hit.

    Also both controllers can navigate the menu, I don't know if that is intended?

    Edit: Also the weapon selection doesn't work with 2 controllers. The weapons don't fire properly either, it's quite tough to see what's going on- the fire button only seems to work about 5% of the time?

  7. #17
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    Hi Cole, Yes menu navigation is intended with dual controllers, but I assigned only 1 control to the index that pressed 'start' on Arcade Mode, OSK Mode or Mission Mode... I'll have a route through the code now see where this issue could lie... hope I get it resolved, I'm seriously gonna have to go and buy another pad!
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  8. #18
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    Hi Cole,

    From Help File:
    XBox / Affect gamepad to player

    This action only works on XBOX. Use it to change the number of the gamepad affected to a player : the default user-controlled movements will use the given gamepad after this action. The parameter is NOT the number of the gamepad, but a list of flags indicating which gamepad to test. Use 1 for gamepad 1, 2 for gamepad 2, 4 for gamepad 3, 8 for gamepad 4, or any combination of the values to test multiple gamepads at the same time. For example, 9 will test gamepads 1 and 4, 3 will test 1 and 2, 15 all the gamepads.


    I have 2 global values: (Joystick = Gamepad Number for game (1,2,4,8) -- (ProfilePlaying(1,2,3,4))
    So, from the title screen 'Arcade Mode' 'OSK Mode' 'Mission Mode' I test for joypad for every player index 1,2,3 or 4 pressing 'Start' or 'A'.

    So, with my events if you enter the game frame with player 2 pressing start it should currently be: 2,2 (Joypad 2, Index 2)?
    In frame I then do:

    Start of Frame:
    Set System Player Index to ProfilePlaying
    Assign gamepad(s) joystick to ProfilePlaying

    Which should result in gamepad 2 assigned to player index 2. According to the above quote from the help file this should work no? Or have I read it wrong again...

    The rumbling uses the same action as everything else:
    Rumble Left Motor (100,joystick) (joystick in your case of pressing start with pad2 would be pad2).

    If I didn't read it wrong above and it should work, would I be right in assuming maybe the above information supplied in the help file is not corresponding as it should be?
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  9. #19
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    What you want is for player 2's controller to be classed as player slot 1. So in your example you would want Joypad 2, Index 1.

    I think I said to you once that the player index corresponds to the lights on the xbox, but that's wrong (sorry- it had been a while since I used the XNA and it's easy to get muddled up with this stuff!) Instead think of the player index as the number of people playing. So the first player is 1, the second is 2 etc (regardless of which controller they are using).

    So if you have a single player game, it's just as case of assigning the correct gamepad to player index 1.

  10. #20
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    Cole,

    No Problem, just a huge thanks for letting me know lol... I'll just be glad to put this to bed. I really want to submit for Peer Review as soon as I possibly can.

    I'll re-write another system now and update this thread when the new playtest is available. I am hoping then in this case I can insta-switch all the code to just Index 1 and we'll be cooking on gas.

    I'll let you know asap.

    Thanks again, very much appreciated.
    Want to learn Clickteam Fusion 2.5?




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