Easy Input Management in GameMaker

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  • Опубліковано 22 січ 2025

КОМЕНТАРІ • 30

  • @JujuAdams
    @JujuAdams Рік тому +26

    Thanks for taking a look! Alynne and I are working really hard to keep up with what people want so we'll be watching closely what people want

  • @SamSpadeGameDev
    @SamSpadeGameDev Рік тому +5

    This is a really great asset and I've started using it in all of my projects.

  • @kody4bruh
    @kody4bruh Рік тому +1

    hi! please make a continuation of this video about other functions, for example about touch input and gyroscope. This video turned out to be very useful!

    • @DragoniteSpam
      @DragoniteSpam  Рік тому +1

      i have a big list of things to cover regarding input, hopefully i'll be able to get to them all in a timely manner

  • @SandTurtle
    @SandTurtle Рік тому

    WOOOOO was looking forward to s video for this, will check out soon

  • @BatCorkill
    @BatCorkill Рік тому

    I needed this. Thank you!

  • @ashgtd
    @ashgtd Рік тому

    omg yus. Thanks for covering this!

  • @Finigini
    @Finigini Рік тому

    Good timing on this one.

  • @yuolden
    @yuolden Рік тому

    1. What command should I use to implement the vibration of the pad on INPUT5?
    2. Is there a function or variable that tells me which input device (keyboard/game pad/other input devices) you just entered in INPUT5?

  • @Mayajid
    @Mayajid 2 місяці тому

    This is really useful thank you :) I'm very new to this whole thing. I'm trying to do a pause function for my first game (just to know the process of making one) is there a object or a command that allows me to deactivate every thing except for all the object and scripts in Juju Adams input files?

  • @Diegovz01
    @Diegovz01 Рік тому

    Can someone help me on understanding virtual buttons? I don't understand the documentation.

  • @yuolden
    @yuolden Рік тому

    What should I do to get the value of the left analog stick as a decimal, not as true/false? I want to implement the precise negative in the character in Vinput/Hinput.

    • @DragoniteSpam
      @DragoniteSpam  Рік тому +1

      you can use input_value() to get the analogue value of a verb, or input_direction() with a set of up/down/left/right verbs to get the 2D direction for a set of inputs (usually for a thumbstick)

  • @guidomenicacci336
    @guidomenicacci336 Рік тому

    On my gamemaker projects I’ve got key imput variables called:
    Key_left
    Key_right
    Key_up
    Key_down
    Key_A
    Key_B
    Key_X
    Key_Y
    Key_start
    Key_select
    Key_L
    Key_R
    What controller has these inputs?

    • @SandTurtle
      @SandTurtle Рік тому +1

      that matches with a supernintendo controller, and basically all controllers have that many buttons or more

  • @niikolo_x
    @niikolo_x Рік тому

    Great video! Helped me a lot. How can I make the rumble work for HTML5? I'm looking at the Macro list and I don't see one for HTML5 just for Switch, PS4, Xbox, and Windows Platforms

  • @danielrafn
    @danielrafn Рік тому

    Input looks great and comprehensive. I'm a little disappointed that the verbs end up being checked as strings rather than variables. Isn't that much more costly, especially in the Step Event? Or is it not that big of a concern? What might be the best way to avoid checking strings?
    Thanks @DragoniteSpam for the great video!

    • @DragoniteSpam
      @DragoniteSpam  Рік тому +1

      Not really, they're just struct keys

    • @SandTurtle
      @SandTurtle Рік тому +1

      i believe it uses struct_get(struct,"string") to get the input. i dont believe it is of concern

  • @willowitzy
    @willowitzy Рік тому

    I think the example on Github link is broken :c

  • @bytecauldron
    @bytecauldron Рік тому

    Yay Input! 🎮

  • @dgpsartscrafts
    @dgpsartscrafts Рік тому

    I used your assets, and i wanna add something that you or the viewers could implement in a shooting game:
    I made the variables "shoot" and "shoot2" (in my case, i am creating a shoot em up with primary and secondary fire, in my case, guns and dropping bombs)
    my code is:
    mouse:
    shoot: input_binding_mouse_button(mb_left),
    shoot2: input_binding_mouse_button(mb_right),
    gamepad:
    shoot: input_binding_gamepad_button(gp_face2),
    shoot2: input_binding_gamepad_button(gp_face4),
    if you want to make a delay between shots (in case of make a limited ammo mechanic), just make this:
    In the Create event of the object "player" or "gun" (the object that you use to shoot), make a variable called "canshoot = true;"
    In the Step event of that object, put the variable like this:
    if input_check("shoot") && canshoot
    {
    if global.weapon == 0 (in case that you want to put more weapons)
    {
    instance_create_depth(x,y,5,obj_bullet);
    canshoot = !canshoot; (turns the variable to "false")
    alarm [x] = 15; (set the time of delay)
    }
    In the alarm x (the alarm that you designed) put the variable "canshoot = true" (in the time of the alarm, the player shoot another bullet, creating a cadency effect, you can play with different values of the alarm, if you want a low of fast firerate).
    You're welcome, and Thanks to @DragoniteSpam

  • @Gadgetmawombo
    @Gadgetmawombo Рік тому +1

    Can I have 8 controllers? Thats something I've been trying to do in GM. My game is 8 players. Or at least I want it to be. 4 players works with 4 xbox controllers, but any more than 4 and the controllers get ignored. I've tried 4 xbox one and 4 xbox 360 controllers, both w their respective dongles. And I've tried 8 xbox one controllers with the dongle too. As far as I know 8 xbox controller should be possible but I don't think GM supports that natively.

    • @JujuAdams
      @JujuAdams Рік тому +2

      Hello, thanks for the question. Input doesn't inherently limit the number of gamepads that can be used simultaneously. It all depends on the operating system.
      Input (and GameMaker in general) supports 8 gamepad when playing on Switch, for example. Windows limits us to 4 simultaneous XInput gamepads. Any more than that *may* be possible in edge cases or using special drivers, but it's unreliable.

  • @ohalohuntero
    @ohalohuntero Рік тому

    I've heard this is good for rebinding. It looks good but I don't see the massive benefits of using it people mention. I can use my gamepad and keyboard with the built in functions. I have considered installing it as I have been told by many people it's a good library but I haven't seen from looking at the docs why it's so much better. (I guess for niche controllers like you mentioned).

    • @SamSpadeGameDev
      @SamSpadeGameDev Рік тому +1

      Here are two benefits that can be useful for even very simple games. 1) It automatically works for keyboard and controller by default. In other words, if you code something to do something when you push 'left' that works for keyboard, dpad, and analog automatically. 2) Double tap and similar features are built into it.

    • @aliasmcdoe
      @aliasmcdoe Рік тому +1

      Just the fact that it automatically detects a massive amount of gamepads and makes them work out of the box is reason enough to use it.

  • @fierorecensione5828
    @fierorecensione5828 Рік тому

    TOP!

  • @lloyd011721
    @lloyd011721 9 місяців тому

    this is free? >.>

  • @somedudenamedanthony
    @somedudenamedanthony Рік тому

    Unfortunately I'm first...