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Gamepad Extended - Version 1.1


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#21 justin123

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Posted 25 July 2008 - 12:12 AM

I just tried it and it seems to be working just fine. Are you sure you're not just missing the incredibly short press of the button? Try putting this line after that last line of code you gave me:

if(key_action_pressed = true) { show_message("button pressed"); }

If that shows a message then the code is working just fine.

Are you sure you're not mistaking gamepad_check_button_pressed() for gamepad_check_button()? Just like GM's mouse functions, the former will only return true only when the button is pressed down the first time (for a single frame). The latter will return true the whole time the button is held.


I tried this :
if(gamepad_check_button_pressed(1,3)== true) { show_message("button pressed"); }

It didn't working my game, but it worked when i tested it in a new game file.
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#22 justin123

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Posted 25 July 2008 - 12:22 AM

Problem Solved!!!!!!!!!!

gamepad_check_button_pressed() don't work in begin step. B)
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#23 Tahnok

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Posted 25 July 2008 - 12:46 AM

Problem Solved!!!!!!!!!!

gamepad_check_button_pressed() don't work in begin step. B)

That's odd. I thought I tried that kind of stuff. I'll test it a bit later and see if I can figure it out.
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#24 songs

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Posted 12 August 2008 - 02:33 PM

i cant download the extension its not there ?
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#25 Tahnok

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Posted 12 August 2008 - 07:50 PM

i cant download the extension its not there ?

Try the download again a little later. It's actually one of the few that's being hosted by 64D, not my website that has gone down recently due to money issues. So if it's down just wait for 64D to come back online (it appears to be fine right now).
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#26 duven60

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Posted 10 September 2008 - 10:09 PM

I just wanted o know if this exstention would help with the Xbox 360 trigger problem with GM or not..
I red the help file and couldn't figure it out..
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#27 slayer 64

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Posted 12 September 2008 - 12:14 AM

nice extension.

i would use it if it could vibrate the game controller.
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#28 mrsmes

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Posted 12 September 2008 - 08:17 AM

that would be rather handy, so long as that function is implemented we will be seeing many new emulators, and even with a rumble pack, to vibrate the controller, and use it as if you r playing the game on the console just with a computer access skin on startup, and accessing it, and a computer cover up over the circuit boards and slightly 1% slower on bootup but even the consoles themselves get like that at times. So it would really give it a lagging console feel.
so long as you edit the way the machine starts up, and it, has those emulators all in their to play practically any kind of game, and yeah what ever now enjoy, it's as close to having as many consoles in one as you can possibly ever get.
few questions though how, does the xbox controller, or xbox 360, controller get attached to the computer, and what about the GII-MOTE with the WII like look, and all, connect with a blue-tooth phone like device and well I heard you can use that kind of controller on your computer to browse through your files and all that, and your desktop, I heard about it on YouTube, although if you wanted to it would require some hacking, into your own computer.

Edited by mrsmes, 12 September 2008 - 08:23 AM.

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#29 Jakyl11

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Posted 24 September 2008 - 04:35 AM

ok I got it to download fine and the gmk opens fine but the extension will not install says an error has occured...
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#30 Harvest Moon

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Posted 14 October 2008 - 07:54 PM

Something is wrong with the gamepad_get_dead_zone(id) code. When I try to write: dead_zone = gamepad_get_dead_zone(1), then I get this error message:

___________________________________________
FATAL ERROR in
action number 1
of  Step Event
for object mouse_c:

COMPILATION ERROR in code action
Error in code at line 8:
	   dead_zone = gamepad_get_dead_zone(1);

at position 38: Wrong number of arguments to function or script.

I think it's because in Game Maker it says (in the help box on the bottom of the code window) just: gamepad_get_dead_zone(). It doesn't say that it needs an argument. If I try to just type (), Game Maker says:

___________________________________________
ERROR in
action number 1
of  Step Event
for object mouse_c:

In extension function gamepad_get_dead_zone:
In extension function gamepad_exists:
Error in code at line 2:
   return gamepadExists[argument0 - 1];

at position 23: Negative array index

because I haven't written the gamepad id. Can you solve this, please?
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#31 DarkFlame

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Posted 03 December 2008 - 08:11 AM

I like it,...i might open up an old version of Alexander the Grape and attempt to implement this GEX
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#32 Ryan-Phoenixan

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Posted 10 December 2008 - 11:55 PM

I just wanted o know if this exstention would help with the Xbox 360 trigger problem with GM or not..
I red the help file and couldn't figure it out..

It does, since the axis are counted as buttons.

Though in GM, if you want to use the triggers using the default functions, it's actually under the Z Axis.
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#33 willfox

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Posted 18 December 2008 - 10:54 PM

weird, this extention used to work like a charm. Now it doesn't work at all. What's wrong?
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#34 willfox

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Posted 19 December 2008 - 03:33 PM

I got it to work again, this code is good but I think it would be more effective to use this as a re-map to the keyboard.

keyboard_set_map(key1,key2)

maybe you could set a key from the gamepad to the keyboard
keyboard_set_map(key1,gamepadbutton) ?
or something like that.
If you could add that it would help me a lot.
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#35 X_marks_the_ed

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Posted 19 December 2008 - 10:15 PM

QUESTION NOW VOID - PROBLEM SOLVED
-------

Okay, I'm doing something wrong.
The only use of the extension is in the step event of object: Pl2select.

if gamepad_check_button_pressed(1,11) == true
//Left
	{
	event_user(0)
	}
if gamepad_check_button_pressed(2,12) == true
//Up
	{
	event_user(1)
	}
if gamepad_check_button_pressed(2,13) == true
//Right
	{
	event_user(2)
	}
if gamepad_check_button_pressed(2,14) == true
//Down
	{
	event_user(3)
	}

When I hit any of those buttons, nothing happens.

Edited by X_marks_the_ed, 19 December 2008 - 10:27 PM.

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#36 DarkFlame

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Posted 20 December 2008 - 01:38 AM

You did initiate the extension in the create event?
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#37 someguy999

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Posted 23 January 2009 - 11:39 PM

The download link doesn't work.

However this does sound very useful, anyone got a working link by chance?

Edit: Nevermind, the link works now.

Edited by someguy999, 25 January 2009 - 02:15 AM.

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#38 RavenCrow

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Posted 19 July 2009 - 05:03 AM

the link dosnt work.... i would like to have a look at this. Dose anyone have a working dl link, or different example ;)
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#39 Ryan-Phoenixan

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Posted 26 July 2009 - 12:51 AM

I hope bumping is permitted here, but I also found another bug in this extension, that is, if you are going to release another version of this. The released and pressed functions don't seem to work proper, since I tested this out with a screenshot key/button. Of course, keyboard_check_pressed() works just fine, and only works again once the key's been released and pressed again. The pressed function doesn't seem to behave this way, and always returns true for as long as the button is held down.

Next, the released function, I tested with a variable that is set back to false when the button is released. After releasing the button, the variable never returned back to false.

I hope this isn't completely dead, since it was such a good extension.
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#40 jobro

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Posted 26 July 2009 - 12:14 PM

The download link is dead.
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