Extended Gamepad Support


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You Need My Custom Event System To Use This It is also free, download here

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Usually, Game Maker allows you to attach scripts directly to events within your objects. Unfortunately, the way that gamepads/controller input works is completely different. Each frame you are required to manually check for each button / button state that you require on each object. My system makes this very easy. A single object is placed in the room to handle all the input checks and fire off the associated events. Then, in each object, simply attach the required scripts.

Here is an example of attaching a highlight script to a button press event.

scr_event_add_listener(gp_face1, scr_highlight_button);

When the event is fired, the script is ran. There are also 5 parameters passed in: the button pressed, the id of the device firing the event, the type device that fired the event (Gamepad/Keyboard/etc), the state of the button (pressed/released/etc), and the value of the button.

Extra Features

  • Support for 4 button states: Pressed, Released, Down, Long Press
  • Support for an "Any" button being pressed
  • Maintains functionality of setting deadzones, button thresholds, and button mappings
  • Specific values from triggers and axes
  • Keeping track of button values on the previous frame
  • Button aliases for PS3, PS4, XBOX 360, and XBOX ONE controllers (ex. PS4.TRIANGLE)

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GMS1 - Version 1.5.0. Published February 9, 2016

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