• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Ogre722

stuck key input caused by WM_KEYUP not being called

3 posts in this topic

I have a problem with the WM_KEYUP message not being sent. I've had this problem ever since the first NeHe tutorials that I did when I first started out. I have had this problem across many different input management scheme's, so I don't think its my code that is directly responsible for this, but here it is anyway:

[code] case WM_KEYDOWN:
if (win_active)
for (list<KeyInput>::iterator t = key_inputs.begin(); t != key_inputs.end(); ++t)
(*t).PushKeyDown(ConvertKeyCode(wparam));
return 0;
case WM_KEYUP:
if (win_active)
for (list<KeyInput>::iterator t = key_inputs.begin(); t != key_inputs.end(); ++t)
(*t).PushKeyUp(ConvertKeyCode(wparam));
return 0;
[/code]

What happens is every so often, a key is pressed down, the keydown message is sent. But when the key is released the keyup message is not sent and my program thinks the key has not been released. the only way to fix this is to press the key again to "unstick" the key. Does anyone know a way to fix this problem?
0

Share this post


Link to post
Share on other sites
This may very well be a hardware problem. Lots of keyboards are cheaply wired and do actually not allow more complicated key combos to be noticed simultaneously. For example cursor up, cursor left and space pressed all at once will often exhibit this behaviour. There is nothing you can do about it beside getting another keyboard.
0

Share this post


Link to post
Share on other sites
is the program no longer the active program when this occurs?( in my input scheme, also using windows api, this problem manifests because the user clicked off the window, and released the key, than clicked back to my window, the only solution i know of is to take a more proactive solution, and not wait for windows to send the keyboard change message(which it won't in this instance since another program terminated the message before it reached your application.), and instead directly query the keyboard state. but i don't recommend doing that.
0

Share this post


Link to post
Share on other sites
a few things you can do:

1) clear input when the window goes inactive or loses focus, (You should only recieve keydown and keyup events if your window has keyboard focus)
2) Ignore the problem, if a key gets "stuck" the user can just press it again.

3) Post your complete message handling code so we can see if you're doing something wierd.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0