Keyboard + Mouse support back in + Fixes


Finally buckled down and added back in keyboard and mouse support to Carpoon. Might not be the ideal way to play but then again not everybody has a Wavebird in Smash. You will get no animation frame jitter though with the keyboard though! The first person who had donated for the game had asked about it and it made sense to have for a wider player base. 

At first, I was reluctant because of how hard it was to get 4-controllers setup and working but it was easier than I thought with a "stable" base to work off of.  Sometimes getting started is the hardest part - after that it's a matter of breaking down the problem into solvable parts.

There's no reticle anymore, and as a result I found the mouse wandering offscreen to my other monitor. I found  display_mouse_set as the solution to move the mouse back into the game screen with something like this:

 if (display_mouse_get_x() > display_get_width()  ){
        window_set_cursor(cr_none);
      display_mouse_set( display_get_width() , display_mouse_get_y() ); 
    } 

There was a also weird bug where the harpoon was shooting out again after dragging in a car without a click, but mouse_check_button_pressed and mouse_check_button_released fixed that.  Slightly more complicated because a longer mouse click results in the harpoon going further.

Other than that, some fixes from the last feedback:

  • SOMEWHAT FIXED - Lowered shard volume and chose a random sound playback priority in last 20 channels out of 100. SFX may have to be tweaked if it is to sound less distorted moreso : Limit volume of destroyed statue shards /' slight bit of distortion.
  • FIXED including analog stick clicks. No Xbox button though!:I say "Press ANY button to start" but actually any button doesn't work - oops! Probably was for a keyboard when I wrote that.
  • Fixed some bugs where instances where around anymore. I created a script to check more easily: /// Check that an instance exists and doesn't equal noone
    var oObjToCheck = argument0; // consider doing an "undefined" check if (instance_exists(oObjToCheck )){     if (oObjToCheck  != noone) {         return true;     } } return false;
  • Made initial screen code buttons clickable by mouse again. Turned out I only have to move it above an if statement and copy a line over to make the action equal true. Bonus: Got to add a little scale increase when the mouse hovers over the button, although not quite the bouncy effect I want yet.

There's still a lot of feedback to work on  next. If you try Carpoon, let me know what you think!

Files

Carpoon6i-iiiE.exe - KB+mouse support back in! 14 MB
Mar 03, 2019

Get Carpoon [Early Access]

Buy Now$4.99 USD or more

Leave a comment

Log in with itch.io to leave a comment.