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[RM2K] KEY INPUT BROKEN FOR DIRECTION KEYS?

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I can get input detection to work for Decision key (5) and Cancel key (6) (Shift key (7), apparently, isn't registered either), but when it comes to detecting the 4 direction keys (1-4), it seems to do nothing. Pressing the arrow keys simply keeps the variable it should store it to at 0, and events won't activate when set to trigger on value 1-4. Is this function broken, or am I missing something?
Can we see your eventing? There might be a clue in that.

1 and 4 are for moving up and down, 5 is for a jump. But the variable only registers 5, it stays at 0 when pressing up or down.
Currently you've got it set up so that 5 will only work when 4 is pressed and 4 can only work if 1 isn't pressed.

Remove them from each others' else cases and it should fix the issue.

That is:
I tried that, but it doesn't fix it. Arrow keys aren't getting registered, but jump is.

Using 1.6 of the legal version, by the way.
If those aren't working, you might have changed the keybindings - test play, press F1 and you should get the options to change the keybinds.


Is the switch Movement Go turned on? Also, what's on the second page? If the second page has no starting requirement it will be the one that runs - the page with the biggest number is the one that runs first at any time.


I checked it again, and this works perfectly fine. Don't forget to tick the 'skip if cannot move' box in the movement. I also suggest that when doing move events, have the switches turn on/off before/after the move event. This will require that you put a wait command (thankfully there's the Wait until Done option) to make sure the movement occurs, but it's more stable that way I've found.
author=Liberty
If those aren't working, you might have changed the keybindings - test play, press F1 and you should get the options to change the keybinds.
Which version of the program are you running? Because for me, pressing F1 does nothing. Can I see a screenshot of what's supposed to show up when pressing F1? The other F keys are working (F4 for full screen toggle, F5 for small screen toggle, F9 for switches/variables, F12 for game reset).

It's not the switch or the second page, because pressing Decision key gets registered just fine.

edit: Okay, I just tried it in a new project, and key input works in there (F1, however, does not). The only reason I can think of why it doesn't work in my existing project is because it was originally created in the illegal version of RM2K...
Using the same version, but weird. They must have removed key binding changes from the legal version. So strange. No idea why they would do that. :/

Anyway, glad it's working for you now at least.
Have you tried it in your original project but replaced all the move commands with simple message commands or show picture? There are a lot of random things which can impact move commands, so it would be a good first step to trying to figure out what's going on.

Of course, if you're fine using the fresh project, that's fine too. This is just in case you have a lot of work you don't want to transfer.
I ended up copying over the RPG_RT.exe from the newly created project over to my existing project, and it's working all fine now, while keeping the rest of the game in tact. Anyway, thanks for the replies. :D
Key Input is really stupid. It holds the line directly below without any conditionals (which can be handy, with regards to waiting for a specific command then loading one thing, but usually isn't) or you can hold a single layer of conditionals. That is, once you hit a key, it quits, and will no longer run the check. This means, in order to do something like Shift+directional keys you have to turn on a switch, then have another common event page with a second key input. You have to really be aware what you are doing. That said, you can do cool stuff like tying movement to a status (confuse is a good example) or to terrain (like ice).

I was revamping a mini-game in my old game (BETA), in which the player is made to race through an obstacle course. Back then (years ago), I never could figure out how to make auto-movement and still allow the player a degree of control, so the old version feels very clunky to play, having to manually move forward, and having very limited jump controls. But I've gotten better, lol. The new version automatically sends the player running to the right; all the player has to do is hit up, down or space to jump to avoid obstacles in their path. It controls much smoother and more intuitive than the old version. Quite glad I got it to work.
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