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jcop

Member Since 27 Sep 2011
Offline Last Active May 14 2013 03:04 PM

Posts I've Made

In Topic: Same Image Different Sizes For Diff Screen Sizes

25 February 2013 - 10:46 PM

Where do you indicate which texture groups are for which targets?

In Topic: Game Center Achievements

25 February 2013 - 10:43 PM

I tried the following code:

achievement_login();
if achievement_available() {
    achievement_show_leaderboards();
}

On my iPhone I get a popup window stating "Game Center Unavailable - Player is not signed in". On my iPad the Game Center detail view for my app opens as expected. Should I be doing anything different to get it working? I love how it looks on the iPad!

In Topic: Icade

19 February 2013 - 07:10 PM

Here was my code I used in an object's step event to test this:

self.gamepaddebug = "#L-SHOULDER:";
if (gamepad_button_check(0, gp_face1)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#R-SHOULDER:";
if (gamepad_button_check(0, gp_face2)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#SELECT:";
if (gamepad_button_check(0, gp_face3)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#START:";
if (gamepad_button_check(0, gp_face4)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#A:";
if (gamepad_button_check(0, gp_shoulderl)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#B:";
if (gamepad_button_check(0, gp_shoulderlb)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#C:";
if (gamepad_button_check(0, gp_shoulderr)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#D:";
if (gamepad_button_check(0, gp_shoulderrb)) {
    self.gamepaddebug = self.gamepaddebug + "1";
} else {
    self.gamepaddebug = self.gamepaddebug + "0";
}

self.gamepaddebug = self.gamepaddebug + "#1:" + string(gamepad_axis_value(0, gp_axislh));
self.gamepaddebug = self.gamepaddebug + "#2:" + string(gamepad_axis_value(0, gp_axislv));

Then in the draw event I draw self.gamepaddebug to the room so I can see it. That is how I mapped all this out.

In Topic: Icade

19 February 2013 - 07:09 PM

I was wondering about that too. Could it be differences in the 8-bitty hardware itself as compared to the cabinet version?

In Topic: Icade

19 February 2013 - 06:23 PM

Its using the Gamepad controls. The left axis is the jostick (digital though) and the face buttons are the top buittons and the shoulder buttons are for the back of the cabinet buttons. Posted Image


Thanks. I got it figured out and here are the function and constant mappings for the 8-bitty icade which is what I have:

Left Shoulder: gamepad_button_check(0, gp_face1)
Right Shoulder: gamepad_button_check(0, gp_face2)
Select: gamepad_button_check(0, gp_face3)
Start: gamepad_button_check(0, gp_face4)
A-button: gamepad_button_check(0, gp_shoulderl)
B-button: gamepad_button_check(0, gp_shoulderlb)
C-button: gamepad_button_check(0, gp_shoulderr)
D-button: gamepad_button_check(0, gp_shoulderrb)

To detect up and down on the D-pad use: gamepad_axis_value(0, gp_axislv)
To detect left and right on the D-pad use: gamepad_axis_value(0, gp_axislv)

In this case I have named the four buttons on the right side of the face in this way:

A B
C D

And the two buttons in the middle for me are: [select] [start]

Hope this helps somebody else for the mappings.