I have been experimenting with my Xbox controller and GM 8.0, and I have made a SPM 2 game I'm working on compatible with Gamepads.
I used GM.8.0's built in support. I think I should just use GML, since it's not that workable. I guess it will have to do for now.
I saw a couple of tutorials of Gamepad support, and there pretty easy to learn, so I have to say, what's holding you back with this?
(I only see one only reason, if you don't have gamepads, you can't test it)
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Aug 23rd, 2012 @ 4:39 pm Perma-link
My name is Luigi, nice to meet you!
Pneumonoultramicroscopicsilicovolcanoconiosis The word of the future |
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Aug 23rd, 2012 @ 4:41 pm Perma-link
Although not a GM example, SMBX has joypad support (as long as there is something like Joy2Key or something like that.)
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Aug 23rd, 2012 @ 5:03 pm Perma-link
mostly because the tools i use, 1 has it by default, and the other only supports an xbox controller.
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Aug 23rd, 2012 @ 6:07 pm Perma-link
I support the support of gamepads. But please, GM users, do not check for controller input at all times - only when one has been registered as plugged in at the start or something. If you don't do as I say, people without one plugged in will lag, the intensity of this being dependent on the computer.
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I'm Luigi, nice to meet you!
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Aug 23rd, 2012 @ 10:28 pm Perma-link
Wait, please make a tutorial for that!
I don't even know how to check if it's plugged in! It just checks at all times!
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Pneumonoultramicroscopicsilicovolcanoconiosis The word of the future |
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Aug 23rd, 2012 @ 11:00 pm Perma-link
That's specifically if you're doing it in GML. If you use the events under the "other" category, you probably don't have to worry about anything. Can't test for myself because I no longer have a useable controller.
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Aug 24th, 2012 @ 8:02 am Perma-link
Miles: That is so true. I don't have a gamepad, although I'd love to have one. More games should have gamepad support - if it's implemented properly.
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