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!
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?
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?
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.
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)
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
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!
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
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.
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.
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).
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.
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
This is a really great asset and I've started using it in all of my projects.
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!
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
WOOOOO was looking forward to s video for this, will check out soon
I needed this. Thank you!
omg yus. Thanks for covering this!
Good timing on this one.
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?
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?
Can someone help me on understanding virtual buttons? I don't understand the documentation.
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.
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)
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?
that matches with a supernintendo controller, and basically all controllers have that many buttons or more
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
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!
Not really, they're just struct keys
i believe it uses struct_get(struct,"string") to get the input. i dont believe it is of concern
I think the example on Github link is broken :c
Yay Input! 🎮
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
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.
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.
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).
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.
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.
TOP!
this is free? >.>
Unfortunately I'm first...