Input is data provided to a game via player interaction (through the mouse, keyboard, gamepad, et cetera).

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684 views

Handling Back Button in Android without implementing InputProcessor

Please advice/clarifyon below issue in libgdx while handling back button in Screens. I have already gone through these 2 threads, http://stackoverflow.com/questions/7223723/in-libgdx-how-do-i-get-...
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5answers
109 views

What keys should I use for a four-player game with one keyboard?

I'm planning on making a multiplayer game for up to four people on a single machine. We want to have all input coming from players using the same keyboard (or multiple keyboards connected to the same ...
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2answers
6k views

How move sprite in Java 2d (swing) with keyboard?

I'm practicing some simple techniques with Java swing games, to learn the basics. Right now I'm practicing how to move a sprite... but it's not working! whhyyyy Here is what I've come up with so far (...
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0answers
82 views

How to disable touch in Quintus?

I'm trying to build card game using the Quintus game engine. I have objects called Card. I can touch and drag it in the screen but I want just to touch and drag it one time but I can't figure out how ...
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1answer
12 views

How do I get the InputManager to recognize a certain axis/Vector2D with a Vive motion controller?

Right. So basically I want to map the Vive motion controller touchpads (certain locations) to the certain inputs in Unity's InputManager. How do I do this? Like I want a certain area on the touchpad ...
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2answers
417 views

LWJGL: Camera distance from image plane?

Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display....
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3answers
104 views

Delay for seconds when key is held down?

Hello I am very new to Unity and am trying to make a shooting game in which when the space key is pressed down the gun charges then shoots. I want it to wait for 0.3 seconds before the gun fires off ...
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1answer
74 views

Java game LWJGL input doesnt work properly

Im making a game in LWJGL 2 and Slick2d. Im trying to add an item to my inventory by releasing a key (the inventory system works properly, the part where I have to see if the button was RELEASED is ...
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0answers
97 views

Jump height being affected by the duration of how long jump button is pressed

So I've been trying to implement a controlled jump the way the title proclaims to make the game easier to play and having the ability to make harder challenges in each level. I have noticed how there ...
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1answer
391 views

Unity3d - c# - changing FPSInputController controls through script

For a game I am making I would like the user to be able to change the controls (in game NOT through the clunky launch window (wich i disabled)) I have the system working but don't know how to change ...
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1answer
120 views

Handling multiple input mapped to single in-game controls

I am trying to map multiple input types to single in-game controls using libGDX's InputProcessor and ControllerListener interfaces. Currently, I have created a single InputType interface which is ...
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2answers
647 views

How to stop movement when an action key is pressed even if movement key is pressed

I'm making a 2d side-scrolling fighting game in game maker:studio and I want to make a code that when the player attacks he stops moving. I've tried some options: keyboard_check(ord("D")); both ...
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0answers
31 views

Does the Windows Raw Input API provide lower latency input than WM_MOUSEMOVE?

I've read up a lot about the Raw Input API and so far could only tell that it bypasses os filters like mouse acceleration. However what i am looking for is a way to reduce input latency on mouse ...
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2answers
40 views

Handling input through callbacks or through game loop?

I've tried to figure out how to handle player input properly, but without luck so far. As far as I have figured out, I can either: Call the respective methods directly through the callback fired ...
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0answers
17 views

(Game-Maker GML) Keyword based conversation system with text input box (Ultima 6&7 style)

I would like to create a keyword based conversation system for my game with a text input box (like in Ultima's 6 & 7). For example an NPC may say "I'm going to the CASTLE to the NORTH but I need ...
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1answer
29 views

KeyCode dictionary in Unity

I found a strange problem while programming keyboard input in Unity (v5.3.5). public class AvatarInputMapperUnityContext : MonoBehaviour { private AvatarController _avatarController; public ...
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3answers
1k views

Does VK_SNAPSHOT not send a WM_KEYDOWN; only WM_KEYUP?

On my machine, every key sends a WM_KEYDOWN message except for SysReq/Print Screen key: which only seems to send WM_KEYUP. Is this actually the case?
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1answer
50 views

How to check strings from multiple lines in one input field?

I need help with input fields. I already set the line type to 'Multi_Line NewLine' in inspector, but I have problem with submitting the string. Here's the code: using UnityEngine; using System....
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0answers
103 views

How to convert mouse location with respect to any camera/object in Unreal?

I am currently working on a VR project (First Person Shooter) where the player can shoot any where on the screen. I am using a Render to Texture method. The VR part is working fine. The problem I am ...
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1answer
39 views

Can't read input from keyboard

I'm new to game dev,and I just trying to create my first game,a simple pong game.But i can't handle the keyboard input. This is what i got : const Uint8 * keystates = SDL_GetKeyboardState(NULL); ...
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0answers
32 views

how do i drop a block into grid?

I am trying to drag a block and place it on a grid in unity5. The grid can be empty or already occupied. How do I handle the dropping of block ? I have a 2D array of blocks type, where: class ...
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1answer
53 views

SDL Key Input previous and current key states not working as expected, how to fix?

Here is my code that's part of the main game loop: // ResetKeyState stores currentKeyState in previousKeyState // and then clears currentKeyState engine.ResetKeyState(); // Fill ...
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0answers
37 views

What are the benefits of decoupling the input system from the gameplay system?

I want to decouple as many systems as possible from the main loop. Probably the most beneficial would be to decouple the renderer and the gameplay system. But I am wondering about what I should do ...
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0answers
108 views

Simulate a touch on a point where ray hits in Unity

I want to simulate a touch input on the position where a ray hits an object, and only if it hits something. I know that it's not common to do it with a raycast, but I need it this way for the HTC ...
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2answers
34 views

Getting input from just one Axis at a time

I'm trying to make a CharacterController2D Script for a simple 2D TopDown game, but i was wondering, what would be the best way to disable 2-axis movement? just allowing one direction at a time (Maybe ...
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3answers
510 views

Manage user input and diffentiate it between the player and the app

I hope the title makes sense. Basically, I am trying to figure out how the app will know I the input I am sending it is meant for the app and not the player, and vice-versa. (It is very similar to ...
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1answer
39 views

Help with open and close UI Menu on background mouse click

I am trying to make a point and click game in unity 5.2.2. My problem is that I need to have a UI menu to open, when the player clicks with the left mouse button on the background sprite, and it ...
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1answer
56 views

controll mouse cursor movement speed in unity

Im searching for a way to lower my mouse movement cursor speed and not to let the user move it fast but i dont know how. i searched in internet but could not find something Usefull. thank you for ...
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1answer
289 views

Unity Controller navigating UI

I want players to be able to use a controller to navigate our game's menus. We use Unity's new UI, and in the EventSystem have specified a controller axis for our vertical axis. However the selection ...
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1answer
62 views

Libgdx unable to enter input in TextFields

Hello I am trying to make login screen for my game, I use TextField's. 1. I am not satisfied with how they look I want it to look like this but simpler - basically to have a white field next to the ...
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1answer
165 views

How can I throttle certain player actions?

Background I have a variable time step, component based game, with components that collectively hold an entity's properties and different systems that act on entities with certain required components....
2
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3answers
884 views

How can I export Blender game logic for controlling actor actions?

How does one export game logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet?" I have a Blender model that has game logic sensors that ...
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1answer
51 views

AntTweakBar doesn't register SFML mouse events

I'm trying to add GUI for easier level editing in our game engine. We're using SFML for all the basic stuff (window management, input events etc). I've chosen AntTweakBar because it is a well known ...
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3answers
94 views

Get pressed character in LWJGL (Ignoring modifier keys)

I have a basic text field setup in LWJGL, however pressing any modifier keys (Shift, F1-19, Page Up, etc.) inputs a space into the text field. How would I ignore those characters? Here's some code so ...
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1answer
102 views

Proper joystick input processing

Take for example, the Xbox One controller. XInput returns joystick input along 2 axis (x & y). I'm not sure if the hardware just measures voltage across 2 axis or not, I'm not very knowledgeable ...
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3answers
124 views

How to make inputing large inputs more engaging [closed]

I asked this question on another exchange "Encrypted content in games" and it made me wonder about game design. The basics of that question is that you are using user-input, either directly or ...
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2answers
99 views

How to know when user has stopped dragging

How can we know when user has stopped dragging fingers over screen if user has not removed finger from screen but stopped dragging ?
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0answers
45 views

Unity: onEditEnd and onSubmit only firing from Return key

I have an InputField in my UI, but currently I can only submit its contents via the Return key. I tried mapping other buttons to the Submit action (e.g. the tab key on keyboard and the X button on my ...
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0answers
37 views

Unity keyboard GUI navigation priority

I noticed something strange while playing with my menu on keyboard. I have four items arranged in a square (i.e. the top-left item should be able to navigate to the top-right and the bottom-left). If ...
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1answer
36 views

How to enforce touching within a ring shape?

I'd like to have the player moving the finger within the shaded ring: The game should be able to detect "out-of-boundary" events once the finger moves outside the ring. How can I accomplish this?
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0answers
49 views

How to hook up mouse listener in Slick2D

I'm trying to code a "Button"-class in java using the Slick2D-GameEngine. Does anyone who is familiar with this engine know where and how exactly to hook up this class to the GameContainer's Input-...
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2answers
100 views

Detecting first or second Mouse Button Release?

I want to know how to detect if the user has released the mouse button the first time, or the times after that: Pseudo-Code: if *first* (Input.GetMouseButtonUp(0)) { do something } ...
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4answers
299 views

Player fatigue for tablets?

I'm thinking about making games for tablets. Coming from a PC/console background, I'm keenly aware of the huge differences in the user interfaces, and that I need to design it with the target platform ...
3
votes
3answers
106 views

MonoGame - Ordering Movement Key Presses

I'm looking for a way to retrieve the last key pressed even when other keys might be pressed for a top-down four-directional game. For example: W is pressed → Move up D is pressed → Move ...
5
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1answer
954 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 ...
4
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1answer
66 views

What is an OO way for my input layer to act upon objects?

I'm building a top-down RPG specifically to practice Object Oriented thinking and design. I am keeping in mind coupling, single-responsibility, and so forth. One design issue that's been bugging me is ...
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1answer
302 views

LibGDX : Textfield input type

I want to change TextField input type . When I click on the textfield the android keyboard appears with all the symbols , but I want only numbers and dot (.) . TextFieldStyle textFieldStyle = new ...
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1answer
93 views

Import JXInput by StrikerX3 Into Eclipse

I'll be honest, I'm stumped, I've been trying all night, googling away, made multiple attempts and failed every time. The library in question that I'm trying to add to my project is: https://github....
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2answers
33k views

How to make a character jump?

I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have ...
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0answers
24 views

What are some different types of device motion gestures? [closed]

Complex touch events are well-defined and can even be categorised as seen in this Wikipedia article We have great names for various touch gestures like: Double-tap Pinch / Zoom Long Press etc. ...