Gamemaker key pressed not working. What am I supposed to do? P.


Gamemaker key pressed not working i have buttons with id 1-7, if i select a button and press a key on the keyboard, it should assign that value to the button. Accel is 0. This is intended to be a shortcut on the colon : key. I guess I am just not sure what else could cause that code to run. Learn more Explore Teams. I have a button object with a Left Pressed event that's supposed to add 1 to a global variable when clicked (as well as destroy any buttons on-screen). The sprite does not wiggle when I press left/right/space :/ I took a look at the sprites and collision maskes and played around with them a bit but they seem good and could not solve the problem. i meant my jump command is very simple if on ground jump, but it doesnt work only when im GMS does not permit to have a description of a key pressed, it only supplies the functions to read the key code so displaying to the player that the "Attack key is 32" means nothing while as displaying "Attack key is Space" makes much more sence. Previously we built up our player’s powers by making them able to collect coins and defeat enemies using a sword, and now we’ll work on interactive level design. I have been working on some movement code, one that doesn't have diagonal movement. Something like: Jump: W Right: D Pause: TAB and the letter and number keys as well, keys such as ";" "[" ">" "~" can vary across platforms and even versions of game maker. <_< How do I tell game make that I want to use the brackets? but it does not work if I put all code in the step event and the code that was in the anykey event will just have an if RealsLife; Thread; Sep 11, 2016 GameMaker Studio is designed to make developing games fun and easy. That's just not how the sticks work. 2 and repeat (0. Hi, I'm trying to write some unit tests and need to simulate a key being pressed for an object's keyboard_check_pressed event to be true. So I basically did The key_dash and key_right are pressed, AND dashready is 1. NOTE These functions are supported on the HTML5 and GX. Up and down, left and right, right and up, right and down etc. 1. However, it doesn't seem like these functions work on my android. :/ I feel as though there isn't a 'solution' for my main problem BUT thank you for helping me clean some code, I need to learn the ways of tidy coding properly. The function will take a keycode value as returned by the function ord() (only capital letters from A-Z or numbers from 0-9), or any of the vk_* constants Hi there, I want to include cutscene in my game but the videos don't seem to be playing. What I don't know how to do is how to integrate this with the Game Maker source code of Spelunky. I'm using "keyboard_check_pressed" right now, and it doesn't seem to be working. Unlike the keyboard_check function, this function will only return true in the step the key is pressed down, i. Hey guys, I’ve been porting a game to mobile. " I can't figure out the syntax though for talking about pressing only one key, or pressing both keys. :) however, move to gamepad The definition for key_accept in the Create event is just "key_accept = keyboard_check_pressed(vk_enter);", which is where the confusing part comes in: If I just replace the "key_accept" in the if statement with the keyboard_check_pressed function directly it works perfectly. Increment dashtimer to 1. I want check_pressed over keyboard_key because it goes too fast. Funny thing is; I remember this code working before when I first began gamemaker studio This is because the keyboard_check_pressed() only trigger when you just pressed, not holding down, the key. The key_dash and key_right are pressed, but dashready is 0. So i tested just using two key presses if key_down && key_punch {change state} This works fine Hi, so I'm attempting to program the animations for 8 direction movement using "WASD. I've been trying to code that when I press the F key that an inventory box shows up. The documentation states, that virtual keys don't work under windows. keyboard_key_press. I'm playing around with a basic 2D platformer to get used to GML etc But I've run into a problem when combining keyboard/mouse checks and collision detection. I'm sorry if this is a stupid question, but how do I draw a sprite when I press a key and then destroy it when I press it again? Each time a letter is pressed you concatenate the letters in the variable with the key pressed. The code under the if statement when "i" Hi I have problem withe the my player control. Not cool!! I see even 5 years ago this was a problem and still not Keyboard Input. but i tried commenting certain things out and trying different ways. GameMaker key_pressed for gamepad axis? So this is the code for the keyboard (kdown and kup are the key_pressed events). So for it to return true again, the key must be first pressed and then released again. The item dissapears(as it should) without me having to press the button to pick it So I am working on a game where I would like the exit door to be locked until I get the key. I made a button were the player can press to submit info but there is always a chance that a player will press the return key on the virtual keyboard which just adds a space to the players entry. Is this a bug? The issue with your GameMaker code might be related to the handling of sprite animations in the else if condition for the isS key press. If you enable the not modifier, this action will be reversed, and check if the key has not been pressed down, returning false on the game step (frame) that it has been pressed down and true at all GameMaker Studio is designed to make developing games fun and easy. Whenever I assign an animation to the pressing of a key, only the first animation plays The code i have works fine, however i am trying to get my player character to run after a key "X" key press. In this case, we set the trigger threshold to 0. Teams. The entire game operates using a custom input system. Unlike the keyboard_check function, this function will only return true in the step the key is pressed down, keyboard_key_press. if key_down && key_right && key_punch { change state } However this is not working. I would just like a solution to this issue. But I feel like that isn't a game maker issue and using a website keyboardchecker it shows the arrow key as not working when pressing that combination. So i tried if key_down && key_right {if key_punch {change state}} This is not working either. mp4"); video_enable_loop(false); Draw: var results = video_draw(); if Thank you SO MUCH for this, it got it working very well however after a little bit of testing and changing nothing other than developing a new room, the transition plays but the room doesnt change and the character is frozen. It is the "Key Press - Enter" event on the object that is in the room. If I Same here. Hello, I am relatively new to programming in GameMaker. that means that the virtual key is being pressed // Else, it is not being pressed. I added in all the if cases for using the controller if it's plugged in and the keyboard if not, and everything is working fine I am new to GML an I am trying to implement a double jump to my game the problem is that the code for the double jump does not work and it is only able to do one jump. If Key Pressed. NOTE These functions will not work on the Windows, Ubuntu (Linux), nor the MacOS, target platforms using a touch screen, although they will receive mouse clicks as "touches". Oct 26, 2021 #1 Hey me code is no work. I can confirm, that they do indeed work when using a mouse on them (I don't have a touchscreen device running keyboard_check(vk_nokey) doesn´t work. in Wall object i only mark as SOLID . On startup, the bullets shoot correctly when the mouse is pressed. When I press the A key, it does show that there is 5 seconds on the clock, but it The only thing you want to change, is that this code will only execute whenever you press E. lkey = The easiest I've found to do this is to log what keys are pressed at each frame. Check if I'm supposed to dash. My code is simply "Key Down - D, Set Direction Fixed (left), Set Speed 3". for ( var i = GameMaker Studio is designed to make developing games fun and easy. (keyboard_check_pressed(key Hi, having a few issues with keyboard_check events. when it switches from not held down in the previous step to held down in the current step. Sometimes, when the player walks into a door, I change rooms. For example: if(check_pressed_key(w) and (a)){northwest = true;}else northwest = Keyboard_check_pressed () will go straight back to false if you keep the key pressed so it will not run the code for that if statement more than the first press. p2percent vspeed = -1*knockback_scaling*global. Hello :) I would like to use keyboard_key_press and keyboard_key_release, to simulate keyboard presses, on the android. when it switches from held down in the previous step to no longer held down in the current step. Hello, I am not more on the creation side but the playing side. There are a huge number of keyboard shortcuts available for GameMaker, and although most of them are marked in the IDE next to the menu items that they relate to, not all of them are or are obvious to the user at the start. GM Version: GMS 2 Target Platform: Desktop and Mobile Download: None Links: YouTube Video Summary: A tutorial on one way to make some simple virtual keys. I have given a variable so when the button is pressed the variable I already have the confirm_key variable set in the object that is running this script, so I don't see why it's not working. You are correct there is no key press equivalent. This makes it impossible to accelerate the car while also strafing the car to the right. May 4, 2022 #9 Okay, so you use a variable "jump_key" to hold the return value of a key press you later have a line of code that references the variable "key_jump". although this code repeats things unnecessarily. so i want to change key state if its pressed or not by variable value something like this and idk if it work pls help me : rkey = keyboard_check(ord("D")); lkey = keyboard_check(ord("Q")); dkey = keyboard_check(ord("S")); ukey = keyboard_check(ord("Z")); playerid. No, op_lenght needs to be set, not inv. I need a code for how to get the current key being pressed, without having to check individual keys. For example if i want to make it with the keyboard, i simply choose the key down event and write something like player += spd; But i did not find the key down analogue for the touch inputs. 1 to ensure that when it's not being pressed nothing will happen. Is there a specific way to create a script that is checked every frame/tick (don't know the right term) and a command to find what buttons are pressed? Android virtual_add_key work using android studio emulator and desktop but won't using mobile. It is a value between 0 and 1 and setting a threshold value will mean that the press won't start being detected until it is over that value. The "threshold" for the triggers is the same. It's really irritating me that it's not working. When I tried to program the controller input to function identical to a left or right key press, the character does not move when I press left or right on my Dpad. Once I load it, the screen shows "video status: paused" and doesn't play when I press the space key! Create: video_open ("spiral. We’ll add locked chests that can be unlocked with keys, gates that can be opened by pulling levers and make the player able to GameMaker. I have given a variable so when the button is pressed the variable changes and should initiate the player run. This feature works in the key press event but not key down. Programming Virtual Key problems Making virtual keys work correctly! So, to start off, I am making a game where the player controls a rhino I need 6 virtual keys: Move left, move right, jump, charge, kick (and 6th, a pause button). The return key is still an issue. if I'm trying to use the mouse_button constant to detect when the mouse is pressed, but it's reporting 0 when my left mouse button is definitely pressed down. I currently have 8-directional top-down movement working based on this tutorial from FriendlyCosmonaut. the last time I switched the button to With this function you can check to see if a key has been pressed or not. Hey guys!! So I am working on an iOS app and am trying to program in a virtual joystick. it was a way i thought would work to check if the button pressed was a key, mouse button or controller, so that I could check the specific case A keyboard with "two-key rollover" can reliably detect only any two keys used simultaneously; in other words, a user can hold down any key on the keyboard and press a second key, and be sure that the keypress is correctly detected by the computer. When dealing with the keyboard in GameMaker you have a variety of functions that can be used to recognise different keyboard states like pressed or released. The code i have works fine, however i am trying to get my player character to run after a key "X" key press. However, When is is pressed and held, it moves briefly then stops as though the key has been released. The function will take a keycode value as returned by the function ord() (only capital letters from A-Z or numbers from 0-9), or any of the vk_* constants Have you tried keyboard_check_pressed() instead of just keyboard_check()? The regular check() function will return true for every step that the key is held down. Unlike the keyboard_check function, this function will only return true once in the step the key is lifted, i. if i press a key that is already in use, it should erase the previous use of the key, assign that position to the value 0, and assign the new key. Game Maker: Mouse Press Event Not Being Called During Player Movement. this isnt the first time this has happend for me. i'm trying to make a multiplayer fighting game of sorts and i can't figure out how to get the "if key pressed (rollback)" to accept any letter key inputs. it's not the most elegant but it is quick. You want something to . keyboard_checked_pressed doesnt work for me. If I comment out the show_message line I do not get any messages so I can confirm it is no where else. The object watching the debug view will see the key being pressed up to 2 frames before the debug view's GameMaker Dash Mechanic not working. player stop moving and i need relase one key to move . if i trying to do simple switch code, for some reason (key_board_check_pressed) does not work, but (keyboard_key) does. It may be a small problem, but I don't have much code to work with and this is something I've only started having a problem with. rkey = mover; playerid. You are trying to read op_lenght before it gets set to the length of the array (meaning it has not been created before being read, which will cause a crash). Or build an executable. Here's the pseudocode for what I'm trying: IF ('S' key is pressed BUT NOT 'A' key or 'D' key) THEN {play Hi there! recently I picked up an old project (a remake of the old platformer game called Crystal Caves) and started changing over all object based collision to a tile based collision system. Also, please post the actual crash message Hi all, I'm working on a co-op game right now and I want both of my characters to have 8 way movement. What I want is something where I can turn a key press into a tiny bit of movement. pos+=kdown-kup virtual_key_add(x, y, sprite_width, sprite_height,vk_up); and it seems to only trigger the key_jump (keyboard_check_pressed) OR the key_jump_held (keyboard_check), but not both. fullscreen not working with dummy surface GameMaker Studio is designed to make developing games fun and easy. It only trigger when you release the key, not when you not holding the key. Simple variable, keyboard true use keyboard keys, if gamepad true, use controller inputs. The function will take a keycode value as returned by the function ord() (only capital letters GameMaker Studio is designed to make developing games fun and easy. pos+=kdown-kup; Unafortunately I'm having some trouble when using the vertical gamepad axis. Here you can find a complete list of all the keyboard shortcuts for an easy reference guide. When used, the key will be flagged as being pressed until the corresponding release function Use check_pressed_key() instead check_key(). The analog triggers can be treated as analog or digital but Ok, I programmed an object to move left at a speed of 5 while the <left> arrow key is pressed, and to move at a speed of 0 when it is released. i was setting up 3 virtual keys, but I got a problem adding the last one Look, i want to implmenet "Key Press "B" event " but in code. Thread starter GamerMasta7071; Start date Oct 26, 2021; GamerMasta7071 Friendly Helper. Doesn't work vvv //Step Event switch (keyboard_check_pressed){ CREATE: image_speed = 0; h_speed = 0; v_speed = 0; speed_walk = 10. You could try this: I understand why the key press won't move the player. Once you have an array set up and the macros/constants it uses, the code virtually writes itself, and the great thing is that it can be expanded on really easily and is really The problem is that you don't process pygame's event queue. It does work in an earlier version of the game. In over the past half a year I come across more and more RPG game maker games that I believe where made from the RPG Maker VX Ace system that have an issue of loading up and having the Upper arrow and Left arrow, and only those two buttons specifically not working properly. The specific attacks they do are coded in functions. EDIT: Instead I added a check_Keyboard_Pressed function in the Step event and it only shows up once. Hello im fairly new at gamemaker and i have a basic issue when i try in the step event of the object to get my player char to pickup the item at the press of a button its not working. but GameMaker might ignore them then, thinking the keys are still pressed. DEBUGGING GAMEPADS Quick question, i have my player with keyboard controls, and the i added the gamepad inputs. keybinds is a list of all the keyboard buttons I want to use as controls, and the enums is a list of names I've given those controls. I watched one tutorial video to make a joystick object, but it seems that the code is not quite working. So i tried if key_down && key_right { if key_punch { change Pretty sure you have to use ord() when checking for any key that isn't dealt with via vk_*, such as letters and numbers. "Key up - D, Set Speed 0". Keys which will require a SHIFT to be held won't work right in most cases because the key pressed is not the character. If you need to check for a key character that is not 0 - 9, A - Z or one of the vk_* constants, I am working on a bind menu and I can get the keycode of the key that is pressed, but I want to show the player what key is being used. In most cases this is fine, but I noticed that when I try to hold down + right or down + left with both characters at the same time the A portion of some of my code in the step event of one of my objects isn't working. What do I do? The opponent is supposed to have the knockback get slower as time goes on, but this doesn't happen, is there anything wrong im doing here? if hittable = true hspeed = knockback_scaling*-0. pump() at the end of your loop and then your code works fine: while not done: clock. So for it to return true again, the key must be first released and then pressed again. Additionally, the numpad keys do not work as arrow keys, regardless of whether numlock is on or off. I was just wondering whether it's possible to limit movement to two keys being pressed. ParodyKnaveBob Guest. With this function you can check to see if a key has been released or not. When used, the key will be flagged as being pressed until the corresponding release function is called (see keyboard_key_release()). Thread starter captpman; Start date Jun 27, 2016; Tags changing views switching views when I pressed the space key it wasn't working, and view[0] stayed visible while view[1] didn't. keyboard_check_released. g. Check if it's true, if it is, set to false and continue. SOLVED Mouse pressed event code not working right. I placed keyboard_check_pressed(ord("D")) in my games code and ran, but it didn't work. it is working but when i colide the wall and have pressed Key W & Key A or Key W & Key S or Key S & Key A or Key S & Key D . In GameMaker, you don't need to use events to check whether some key is pressed though, you can just simply execute keyboard_check_pressed(ord('E')). Thread starter Wild_West; Start date Aug 27, 2016; Tags keyboard_check_pressed this isn't something even remotely hard to do and yet it's not working, despite my saving it from earlier in it's working functionality. I am using a sprite called s_door and it has two images I am using, an open door and closed door. Gamepad Input. What's happening here is that "z" and ord("Z") are actually representative of different values at a numbers-only level, so while keyboard_check("z") makes sense from a human perspective, GameMaker Studio is designed to make developing games fun and easy. p2percent; if hittable = true alarm[0] = 40; if Right about dead zone. keyboard_check_pressed. however vk_nokey will still register that a key is being pressed and therefore will not run that section of code either so the sprite will keep running it's current animation until you release the L key. Programming GML keyboard_clear seems to work some of the When it doesn't work, Looked into this a bit more and it seems the time when a key is pressed and when the debug view actually notices it and reacts is different. Programming. Am I doing something wrong? What else can I do? Thanks in advance! GameMaker any_key for gamepad. izark Also, your problem might be that the game receives the releases of the buttons when it is minimized, but GameMaker might for some reason. For some odd reason, the code set to run if "i" is equal to four won't run once the confirm_key (N) is pressed. I love how intuitive the program is with the novice user. These functions work similar to the Device Inputs, in that you can If player pressed "Z" then obj_player should move towards x,y of the obj_pos_z and if within 10 pixels from it, obj_player should stop. You need to release the key and press it again to make the keyboard_check_pressed trigger again. If you're having problems getting a particular key to work, just run this code: if keyboard_check_pressed(vk_anykey) show_message(keyboard_lastkey); GameMaker key_pressed for gamepad axis? So this is the code for the keyboard (kdown and kup are the key_pressed events). Tech Support and string copy? if it is "\r" it means the player pressed the return key do the above if the keyboard_lastchar does not work on ios */ //13 should be the return key code and if the string is empty don't do anything if current_key == "\r"{ //do stuff here you want to happen after the player has pressed enter My original thought was to use keyboard_check_pressed, but that might not work if this is all happening on the same frame. if key_down && key_right && key_punch {change state} However this is not working. I am trying to write dialogue for my game, but I can't figure out how to have the game wait until a key is pressed before displaying the next bit of dialouge. If I go up to the exit, I want the door to be closed. 0; STEP: key_left = keyboard_check(ord("A")) or (vk_left); key_right = Hi everyone, Sorry for posting again so soon after my last post. get_pressed() if keyState[pygame. games targets. Do not go in if keyboard_check_pressed(vk_numpad1) { current_weapon = w_pistol; } if keyboard_check_pressed(vk_numpad2) { current_weapon = w_rifle; } // etc That's about it really. Hi, I'm new to GameMaker and I'm having trouble getting my buttons working in game. In the other rooms it is set up as exit and entrance. Solved my issue there, was a missing line. This works fine with 2 weapons, but keyboard_check_pressed. The issue that I am having is that when two keys are pressed at the same time (For example "W" and "D") the game only registers the last key pressed. Tap or dragging simply don't Overview. When i drag around the inner circle, the value does not change (i drew it to make sure). I think you should use a variable like "crouch_key" and make it a boolean. I just checked my fighting game engine and seem to be having the same issue. my starting point was Shaun Spaldings tutorial and the YoYo games platformer tutorial. Each attempt I've had hasn't worked, or froze the game. Legacy GM Keyboard press not registering. Hey y'all, I'm working on implementing some pretty basic features into a game. In this part we’ll continue working on our Hero’s Trail project. What I've done here is defined a few macros, key_free, key_pressed and key_released. I'm asking GMS2 to check if there are three keys pressed at the same time. bonnisave gets set to 0. if keyboard_check_pressed(vk_tab) { instance_create_layer(x, y, "Controllers", obj_Menu);} The above code will detect if the "Tab" key is pressed and create an instance of object obj_Menu if it is. Even though by any reasonable logic they should be functioning So one of the issues I am having is I do not completely understand in this moment how I can get the keys letter. I. When testing HTML5 the controls work fine, however when the HTML5 is embedded in the webpage the keyboard controls don't work (touch controls do work). for the one step that the key is first pressed, and will not trigger again until they release it and press it again. Thread starter tom 0; Start date This problem has nothing to do with game maker. Trying to keep everything in the step event. 2. The timer hasn't gone past dashtime_dura, so I don't reset dash_ready; Second go around. You are checking for each possible scenario of input combinations when you can simply check each key separately and then do some calculations. //Get Player Input var key_left = With this function you can check to see if a key is held down or not. Create vars that assume the corner and side changes. Using the sample project, the "Output" window says absolutely nothing when I try to run it, and when I try to build it as a zip, it asks where to save it, but then does nothing, not even in the "Output" window. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. And if a third movement key is pressed (or even fourth), the code can stop Hi. Jul 10, 2019 is there a way to get the currently pressed keyboard key by looping through keys? something similar to what this does for the gamepad. I'm assuming you're actually setting the variable in the Step/Draw Event. All it's supposed to do is let me hit the enter key when I'm standing on a block EDIT: fixed typo thank you Yvalson the hspeed is in comments. However, if the left button is held and another key pressed and released, then it will move left until left is released, as it i dont want them able to apply sprint while in the air but continue with the speed they already have, and if they change direction i want to cancel the speed. //check for player input and if player is allowed to attack if mouse_check_button (mb_left) && (can_attack == true) /// change this to a keyboard check for space bar { sprite_index = spr_plyr_atk; //change sprite to attacking sprite /// or keep sprite index the same if your animated sprites are in 1 sprite file image_index = 0; //set sprite index to 1st frame /// if The following is a small example of how to use the vk_* constants:. It will return true on the single game step (frame) that the key is initially pressed down and false at all other times. You set jump_key and then try to read key_jump. If you need to check for a key character that is not 0 - 9, A - Z or one of the vk_* constants, then you should be checking one of the keyboard_* variables, like keyboard_lastchar for example: var _key = keyboard_lastchar; if ord(_key) == ord("ç") { show_debug_message("ç key pressed"); } You have to call keyboard_key_release() because the "press" function only hold the button down. The controller has the same number of buttons for all types as an Xbox 360 control, except a few of the buttons are arranged slightly different. The issue is, when clicked, some much higher number gets Using Gamemaker Studio 2. Well, that's weird. If you enable the not modifier, this action will be reversed, and check if the key has not been pressed down, returning false on the game step (frame) that it has been pressed down and true at all GameMaker get current key pressed? Thread starter Shadowblitz16; Start date Jul 10, 2019; Tags binding key keyboard; S. I have researched this for hours. This action checks for the initial press on a keyboard key. So I want to key press event in a CODE block, but ord("[") doesn't work. Thanks for trying to help Hello, in the project I'm working on the player is able to switch between weapons, each weapon is supposed to do different things with the same input. then setting your counter to 60 will give the player one whole second to press the key again. Instead, when this key is pressed, nothing happens. There are also some that store all the key presses as a string or that can tell you what the last key pressed was, as well as others that allow you to clear the keyboard state completely. You can read more about ini files and the ini_read* and ini_write* functions in the manual. The different messages appear fine, its just that nothing I placed keyboard_check_pressed(ord("D")) in my games code and ran, but it didn't work. AI features where you work: search, IDE, and chat. I am writing this post to clear up some confusion I and other users had when using virtual keys. Unlike the keyboard_check() function, this function will only run once for every time the key is pressed down, so for it to trigger again, the key must be first released and then pressed again. GameMaker has a number of dedicated functions that can be used to detect both analog and digital controls from multiple connected gamepads. however, the jumping animation only plays when I jump while holding left or right When I jump straight up by just pressing "UP", my jumping animation is stuck on frame 1, however if I press "UP+Right" or "Up+Left" the animation plays perfect. . Keys 'up' and 'down' just scroll the browser screen up and down. Keyboard Shortcuts. GameMaker Simple Virtual Keys. You should simple call pygame. I was under the impression keyboard_key_press(key) would simulate that the key was being pressed, thus making keyboard_check_pressed(key) return true, but I'm seeing different behaviour. Dashready is 0, dashtimer is 1. Once I get the key, that closed door will open. I just grabbed the chunk of the blog post about the stick and that was in there. Also, the key press I have for the 9 key (not the numpad, next to Backspace) instead seems to correspond to the down arrow key. However, I haven't had much luck in having it update. With this function you can check to see if a key has been pressed or not. i need a certain action to be performed when you press the "n" key but when i set the input to n i get this When I press the key to jump I ascend just fine but gamemaker keeps making me slide slightly to the right when ever I land. So try setting it to 20 by default or room_speed*1/3. the problem: all collision is working fine! except one little thing when I started adding one-way for some reason its not working as intended. Same for the keyboard_check_release(). Ask Question Asked 5 years, 11 months ago. Here is the GameMaker looks in the file for a section called Bsaves, and if it finds it, looks for a value called brecord, and reads that value, which then global. Gamepad input seems to work fine for increasing variables. however, if I press ctrl + alt, the code starts working again. e. Reactions: KingdomOfGamez. Shadowblitz16 Guest. If you skip the code in he collision event whenever that is true, you'll have your solution. It's supposed to always report which button is pressed, isn't it? I have walk direction buttons which react to Mouse Down. With this function you can simulate the press of any key on the keyboard. I can already get the key configuration to change but how do I get the string for the key to display the Letter? For example: The player decides they want to use the letter A key to set for a specific button. Unlike the keyboard_check_pressed or keyboard_check_released functions which are only triggered once when the key is pressed or released, this function is triggered every step that the key is GameMaker Escape Key Press event not triggering while holding the up & left arrow keys. If you need to check that the sequence All the other animations I have work great, and the Jumping animations also works great. This subreddit is not designed for promoting your content and is instead focused on helping people make games, not promote them. So, hspeed is set to 1, press up on the arrow key, it moves up at a speed of 1. I create variable: Create: Set the variable in the Create Event then interact with it in the Step Event. You probably need to change it to keyboard_check( ord("Z") ). I've tried everything I can think of and can't find I try to make a platform game using physics, but when I press W constantly, the acter flies without touching the ground. In obj_player in step event there's only below code, but obj_player won't stop and if player presses "Z" again obj_player change direction and move towards x,y of obj_pos_z again an so on. I am currently working on a part where if you press a key, a countdown timer will appear on the screen. ass with a 5 dollar microsoft one, you Hi everyone, I've recently started using GameMaker Studio 2. It's not increasing a variable that normally increases when a key is pressed. event. Uhhh To the lab brb Edit: I'm back. I created a game that accepts both touch controls as keyboard input. GameMaker my game code is not working. 2) is the same as repeat (0) (correct me if I'm wrong). cant seem to find why shift + left + jump wont jump. set dashready to zero. key. pump() # process event queue keyboard_key_press. But check_pressed() only returns true for the one step that the key is pressed, and then it returns false until the key is released and pressed again. Jun 27, 2016 #2 Howdy, captpman, The good news is, it GameMaker. E. GameMaker. As a result, when clicking on the virtual key it only does the check_pressed and not the keyboard_check resulting in a small jump (and the inability to double jump) Just check for that value. When isS is pressed, the code changes the sprite to a docking sprite but does not account for continuous animation or movement unless isA or isD is also pressed. Hi, i want to make object move right by pressing button with the touch input. Cool! Dash. Or alternatively you could check if all your possible keys are not pressed Punctuation keys work, though. Once the player has entered the correct number of keys, the variable can be compared to the original string. however GameMaker Studio is designed to make developing games fun and easy. The available virtual key functions are: virtual_key_add; virtual_key_show; virtual_key_hide; virtual I too, am unable to run my project or a sample project. 5*global. Therefore, you cannot hard code GameMaker Escape Key Press event not triggering while holding the up & left arrow keys. I'm having a bit of trouble with allowing someone to hold down a key such as "vk_left" in the key down event to allow the cursor to continue left when held down. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. GameMaker Studio is designed to make developing games fun and easy. the last time I switched the button to backspace and that worked, but somehow, lettered keys don't work Hi, I'm new on this engine to create games. Keyboard_check_pressed() will go straight back to false if you keep the key pressed so it will not run the code for that if statement more than the first press. An enumerator to keep track of my keys, and finally some arrays to handle the keyboard inputs. If it does not find it, then global. Code is displayed below. so it always reset to 0 unless a key is being pressed. Pseudo If Key Pressed. What am I supposed to do? P. bonniesave gets set to. View changing not working. Could you post your code? All of the basics work great! However, it appears I am missing a feature I would like to include for key presses. You have to press spacebar twice because the first (physical) press caused the key (still I'm having trouble with my animations; they only work if I assign a key being held down. tick(60) keyState = pygame. K_ESCAPE]: print('\nGame Shuting Down!') done = True pygame. When I press it, it just flickers in and out. I'm trying to get my player move when I press the "right" key and when I release it, stop moving the character. jiswdk fssk uttprai wwxg lnjcz wgqlto bkv ofel zqa rukm