Quote: "how are you guys looking deep into these commands, thats my main problem, documentation isn't that good and"
You're right, the documentation isn't as deep as one might like. There are some things that you sometimes have to make assumptions about and some things you just have to test. I was pretty sure that the dbScanCode () function wasn't going to handle two inputs in one conditional check since it only outputs one value. Timing would have to be everything.
Quote: "I've also created code up to the point where my character moves to where the mouse is, unfortunatly its instantly hooking to the mouse forever, is there a timmer i can actually control the speed with? i've tried using the dbTimer and it still happens instently mabey im doing it wrong...so im wondering if anyone knows how to do this
"
You might take a look at the dbCurveValue() function, though I haven't quite figured out how I'd do it myself with this function. I'd just move incrementally on each cycle through the loop from whatever the current location position of the sprite is in the direction of the mouse. Depending on needed speed you might need to move more than one pixel in that direction. I'm guessing that the dbCurveValue() deals in floats because it may need to deal in non-horizontal/vertical movement.
Quote: "i've found a few more problems with dark gdk to, the input methods are very limited instead of there being MouseReleased and MouseDown it just has MouseClick, no way to control these 2 you can only control MouseDown basically..."
Check out this link
http://forum.thegamecreators.com/?m=forum_view&b=22&t=124748&p=3
where somewhere in there I've included a download of a Mouse class I worked out. It was a work around but it was the best I could do considering I don't currently have the ability to trap the mouse status and instigate an action.
Basically you create an object of class Mouse. Each loop through your program you tell the mouse to sync itself. At this point it checks its status against the last time it was synced, notes and stores the changes and then replaces the old status with the new status. You can then query the Mouse object for any changes in the last status. This allows me to know when a button is just clicked or just released. If you ignore checking following a sync you lose the changes.
Lilith, Night Butterfly
I'm not a programmer but I play one in the office