flerpyderp
Member
I have a game designed for Windows that I've made a HTML5 export version of just to share for testing etc. It appears as if keyboard_check_pressed functions are being treated like keyboard_checks instead.
For example, jumping is activated by a key press, but in the HTML5 version, holding jump causes the player to jump again upon landing.
I made a test project with only a room with one object which adds 1 to a counter each time a key is pressed and draws the value to the screen. Again, it appears to be checking for the key being held and adds 1 per frame. There is a slight delay between the first count, and all the ones that follow it.
Does anyone know why this might be happening? Since I can't find any information about this, I'm beginning to wonder if it's an issue specific to certain keyboards.
EDIT: Have now tested on a different keyboard, and it behaves the same.
For example, jumping is activated by a key press, but in the HTML5 version, holding jump causes the player to jump again upon landing.
I made a test project with only a room with one object which adds 1 to a counter each time a key is pressed and draws the value to the screen. Again, it appears to be checking for the key being held and adds 1 per frame. There is a slight delay between the first count, and all the ones that follow it.
Does anyone know why this might be happening? Since I can't find any information about this, I'm beginning to wonder if it's an issue specific to certain keyboards.
EDIT: Have now tested on a different keyboard, and it behaves the same.
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