Gamemaker key pressed reddit. The draw event handles the sprite change.

Gamemaker key pressed reddit So that requires two calls of my fireGun() function, which is triggered by keyboard_check_pressed(). When in game, I press the E key once, and it activates the dialogue, but if I press it again while the dialogue is already running, it repeats a few lines instead of continuing. Condition your drawing off of the state of that variable. Oct 8, 2024 · How can I set up sequences to play specific animations or actions when I press a key, and what steps should I follow to make sure the right Oct 6, 2021 · You'd be hard pressed to find a modern 2 key rollover keyboard that produced phantom keys on a third press. I don't remember precise syntax but probably something like !key_check_pressed(anykey) Or alternatively you could check if all your possible keys are not pressed And you should use the correct function based on the key behavior (press/release/hold) 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. I'm trying to figure out how to stop the E key from being pressed during dialogue but I'm running my head into a wall at this point. I just recently started using gamemaker studio 2, and I'm having a problem with the keyboard_check_pressed function. Further example: A-Key: A B-key: D This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. If I attempt to use an alarm, the alarm will be triggered on the key press and then the code will run once there's no way for me to almost do a like "while" check for the key after it's been held for 2-3 seconds or 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. For example Ill do add an event, press right, set direction. Posted by u/[Deleted Account] - 1 vote and 7 comments This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. 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. I'd say this just after checking keyboard inputs If(dblTimer < 0. For topics related to the design of games for interactive entertainment systems - video games, board games, tabletop RPGs, or any other type. Room is changed, so "Step" events never reach their end. You have them connected wrong. "W" on its own doesn't mean anything it's just a string of letters. I want to make it change a variable to a different value, but it automatically returns to its original value. You could try making an object with a background with the same dimensions as the screen, and then changing destroying the instance and replacing it with one in its place: im new to game maker. Now what this tells us is that the exact moment you press down on the space key, your code will check if you can fire, if it can it will create a bullet and shoot it, and then set the alarm 0 to 30. I want to enable it by pressing semicolon (left to 1 that is above "Q" on QWERTY) But I do not exactly know how to detect a semicolon being pressed. The difference is an Event type. 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. I assume you mean when you press it, it moves 32 pixels up one time with each press. 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. I had in mind that they might be toggling constantly, but this does not seem to be the case. One thing to watch out for is that this term is active during the entire press and not just on the initial frame, so you'll have to either develop around a change in value for that term or add an input buffer. Consequently, the pressed key remains in the buffer. 1 did. 25 second interval. Hi, I haven't used gamemaker for a while, and the last time I used it, it was gamemaker studio 1. It's simple, it's snappy, it's classic. My code is simply "Key Down - D, Set Direction Fixed (left), Set Speed 3". keyboard_check_pressed is only true for the frame the button has been pressed. When released, we either set it to 0 or the opposite direction depending on if the other key is held down or not. The step event and key press events function differently using those commands does not make it a key press event. You could try this: When the firing key is pressed, the player changes from idle state to firing state. 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. Is this possible? Got any tips on how to get it… Nov 24, 2016 · As long as you are using code like keyboard_check () or keyboard_check_pressed (), all you have to do is call io_clear () and no more keyboard_checks will work for that step. A quick search over on the official forums came up with this thread where someone had a similar issue. Posted by u/Dain_ - 3 votes and 9 comments The way your checking double presses is invalid. problem with that is, if I do return (keyboard_check(key_pressed) + mouse_check(key_pressed) + gamepad_check(key_pressed) >0); and key_pressed is any mouse button, such as mb_right, the code above will always return true if I press any keyboard key and don't actually press the mouse button. Coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. e. Thanks in advance. When variable is true, key_right will equal 1. Gamemaker 8 that would be it, you press right the object moves to the right after just putting in the 2 simple tool box drag and drop tools. I'm guessing it has to do with how/when I'm running the script. If so, you want to use keyboard_check_pressed instead. Each time a letter is pressed you concatenate the letters in the variable with the key pressed. I think it clears the mouse too, so careful. The pseudo-code would simply be something like this: This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. I've done much googling and looked at the keyboard_input section to no Drag the "Set Speed" to the right side of "If Key Pressed". Some keys, like the comma key, or tilde/backtick, doesn't have a vk and doesn't work with ord, how would I be able to use those for inputs? So it looks like the code you pasted is inside the Event "Key Down - Space", which is code that will be executed when the space key is pressed down. The way you have it now, "Set Speed" will execute regardless of if the key is pressed or not. This is a GameMaker on Mac specific bug. If the key has been pressed again in that time, end and reset the timer and then move 64. When pressed, we always want to set the direction to that key press. key_pressed starts the jump process, and the regular key keeps a counter running. Lines of code and also tried with a line of code that checked if any key was pressed and if it wasn't it would change to the idle sprite but that made the sprite not change if the player was shooting while moving adn let go of the direction key. Got it. jumping right before changing rooms). So obviously the little red dot halts my game the first time I hit the fire button. So, even if left is pressed first, then right, left will take priority. So I am new to Gamemaker, and I want to make an object rotate. im trying to make it so my textboxes will open when the player hits enter and will close when the player hits enter again. There might be an argument that the key down event could theoretically be technically more efficient because the developers would have been able to write the logic directly in lower level code, but any difference between that and a keyboard_check function in GML are most likely so slight that we wouldn't even be able to In a typical 2D Zelda game, swinging a sword happens right on the key press. Hello! I'm trying to make a keyboard input display, where whenever you press a key, it'll show on the program. What can I do? Thanks! If you match that up to an enumerator for each value you're interested in, you can detect what exact key is behind pressed. You have to press spacebar twice because the first (physical) press caused the key (still considered as being held down) to enter the "released" state, then it can be called again the second time. Current code: It might be beneficial to use "key_right" to store the actual button value that represents the key you want like: key_right = ord("D"); // Then when you need it keyboard_check_pressed(key_right); That will work and you can then rebind key_right to other values if needed. I’m very new to this so take everything I say with a grain of salt. But with the game paused, I don't know how to get the game to sense the key being pressed. This makes it impossible to accelerate the car while also strafing the car to the right. Check key pressed will run once whenever that key is pressed. No clue where to go from here. I want to start at 0 hspeed and when space is pressed I want to move at a fixed -3 hspeed. keyboard_check is just if the key is held down. /r/GameDesign is not a subreddit about general game development, nor is it a programming subreddit. However, you want it to move 32 pixels when you press the key. The draw event handles the sprite change. The keyboard_key variable behaves similarly, returning to 0 instead of the previous value while doing this. Using Gamemaker Studio 2. A simpler strategy would be to just check key presses, and to use just one Alarm to keep track of whether your previous key press was within the 0. If the key has not been pressed in that time, end and reset the timer and move 32. 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. 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. So your choice is either 100% of this code gets executed, or the whole game freezes, because it's deadlocked--code is waiting for a new input, and no new inputs can happen until the code is done waiting. First off u Will probably want to use keyboard_check and not keyboard_check_pressed Second since this is a dash key and you will be dashing in a specific direction the player will be pressing a direction key as well you can’t use any of the other solutions above. Gamemaker monitors your inputs in real time, meaning that if you have something like a keyboard press event, you can trigger that press event on every step if you press and release the key within one frame over and over. The new room starts, and it performs its first Step -- which recognizes that the key was pressed, so it performs an action based on that key. The keyboard_check_pressed only checks if the key is pressed once not held in. Right now my main issue is that I cant even do something as simple as what gamemaker 8. If space is pressed again I want to move fixed +3 hspeed. Up and left are the negatives. Key_right = keyboard_check(right key) For each direction in step event. right now the system works if you change the button to close the textbox to a different key then enter, but will not work if i try to make the closeing button enter. Simply put, is there a method I can use which will produce similar results to keyboard_check_pressed, but with a joystick? I am using GMS 1. Here's what I have so far. View community ranking In the Top 5% of largest communities on Reddit. Posted by u/BestGirlNonon - 2 votes and 6 comments Maybe try removing the extra space in that ord function: ord ("D") >> ord("D") Edit: I just noticed that you said you're on the Linux IDE. edit: The id for the tilde key on American keyboards is 192. So next, I need to fire the gun a second time via the fire button again. If you need to check that the sequence is correctly entered per key stroke, that is more difficult. Currently, in my game, I'm setting up a pseudo-quick-time event. Thanks for all your suggestions and help! Hopefully some future people can find this useful. I've tried to have them turn a variable true when they're pressed and exclude those variables when they're true, but obviously it turns the variable on whenever the key is pressed anyways. If you wanted a different key, substitute accordingly. Any help would be greatly appreciated. 6 & move!=0){ dashing=true } dblTimer += 1/roomspeed I think the rest of your code will be valid. The way my code above works is: only take action when keys are pressed or released. Essentially, you're directed to press a specific key on the keyboard, and if you either take too long to press it, or press the wrong key, you'll be sent off to the fail state. On GMS2 v2023 I have a background object that switches back and forth between the sprites “background_room” and “background_door” when left pressed on an arrow and i made it so certain objects are created and destroyed when u switch between these two sprites An object that is created when the background sprite is “background_door” is the object “door_obj” and theres a key The game is ultimately only going to register an event, be it key pressed or released, one time for each time all of this code is executed. The solution was to make sure leftButton was true before executing the script on the left key press, or false before executing on a right key press. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. Jun 20, 2016 · So I want to have a debug mode in my game. This works great but there is a small problem. This will trigger only if the key is pressed and it was not pressed last step. It is easy to build a simple keybind system from that. In draw do Draw sprite (cursor tile, x + (key_right - key_left) * distance, y + (key_down - key_up) * distance) Make sure it's right-left and down - up. You want to check that the key was just 'pressed', not that it's 'currently being held down'. Posted by u/Adriannavarromusic - 3 votes and 3 comments Here is what I am trying to do. The problem is my custom keys aren't actually setting. I did this with code, so when I press "a" it executes the code Direction += 5. Each attempt I've had hasn't worked, or froze the game. Put you object into a "Capturing Input" state after the confirm key has been release and leave it there until a button has been pressed. The key press event, though, was being processed by both, hence the two-page jumps. Then go to Key Press and choose the key you want to press for the function Then in the 'Actions' section drag and drop the 'Execute Code' action and type in the code they show in the example It is much easier using just code in the step event: if keyboard_check_pressed(vk_anykey) CallFunction() This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. You'll want to use a variable to track that it's been pressed, and reset it to false when it's been pressed again. So basically start a timer on press that runs each step until X amount of time has passed. Posted by u/fooleandatatype - 2 votes and 7 comments I don't know how much clearer I can be that it has to be a key press event and they act differently. And not sure what you're trying to accomplish but the order of your code seems pretty odd. So when they do so the letter A shows next to the button. "Key up - D, Set Speed 0". Once the player has entered the correct number of keys, the variable can be compared to the original string. When I press "W" which increases my speed to make the rectangle move forward, the object turns 90 degrees and then starts to move. after taking out the keyboard_chrck_pressed if statement This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. If the regular key check stops, then I check the value of the counter and do either a long or short jump based on which breakpoint it exceeded. 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. For my game, I've given the player the ability to raise their sword by pressing the attack key and release the sword when they release the key. 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. You have to call keyboard_key_release() because the "press" function only hold the button down. Thanks to u/DragoniteSpam for the help! Hello, Does game maker have a way of detecting when the tilde key is pressed? That being the key to the left of 1 on most keyboards that I've seen, with the ` and ~ symbol. keyboard_check(ord("[")) is outputting true when the windows key is pressed rather than the Either method is going to poll the input for that key press every frame. It says "Empty" because you have to drag something there. here is my code create event This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. ord("W") instead looks at whether the "W" key is held down or not The game updates which virtual keys are being pressed by iterating through the ds_map and setting the current ds_map virtual key to "on" if the ds_map key is being pressed keybinding = ds_map<keyboard, virtual> There are tons of ways to do it but a state machine is probably the most elegant. I cant even use the tool box tools to work. Thanks though It happens everytime a key is pressed and released while another key is being pressed just before changing the room (i. If I change the key for one of the states (for example space to hide and control to stop hiding) it works perfectly, but I want to have them on the same key as it's more intuitive. Note : considering your apparent level, I'll stress that the 'pressed' is very important. But in practice this won't always happen - players will often have the key down for more than one frame. The firing sprite animation is 12 frames long, once it reaches the 12th frame the state changes back to idle. This script is run every time the Space bar is pressed: It can be in the step event, checking for the key state : if keyboard_check_pressed(vk_up) { // the code } Or in key pressed event. I tried this: if keyboard_check_pressed(ord("semicolon")) { debugMode = !debugMode This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. First off, I have obj_init create event to setup all the variables. Using those commands makes the step event check every frame for those keys. 4 UPDATE: After some research, I found out that you can simulate key presses within the game's code by using the functions keyboard_key_press and keyboard_key_release. Then I set some breakpoints - just a couple frames for a short jump, and then a few more for a long jump. I need a code for how to get the current key being pressed, without having to check individual keys. The "taking too long" part was easy, just an alarm and I was basically done. I cannot figure out how to do a contextual keyboard check press if that makes any sense. . dyxtmbj jujkr tgcbs xvgebrl dlues dwfnnsf opack byud ntltn lafo