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Customizable Controls Example By Nocturne


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#1 Nocturne

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Posted 19 January 2009 - 11:35 AM

  • Title: Customizable Controls Example
  • Description: How to map keys and use an ini to save them...
  • GM Version: GM7pro / GM8pro
  • Registered: Yes (Should be compatible with GM6 and GM7Light)
  • File Type: gmk and ini files (zipped)
  • File Size: 0.31mb
  • File Link: link.png
  • File Link GM8: link.png
Additional Info
This example is an introduction to customizable controls and basic use of ini files and is recommended for intermediate users. It is for anyone who wishes their game to have a user defined keys menu and should work in GM6 and GM7light but I have not tested it so it may be that GM7pro is necessary.

There are two objects (one for mouse and another for keyboard, they are both basically the same, only the way of selecting the keys to map changes) which use arrays to define the keys and then save the values to an ini file. The ini file must always be located in the same directory as the game file.

Before starting to modify this please open the ini file in a text editor to see how it is structured, then read through all the codes and comments to make sure you understand everything.

This can be merged into any game (delete everything except the keyboard_object that you want to use and the scripts) but will need modifying to adapt to your needs. Pay particular attention to the arrays and drawing options...

Thank you for downloading this and as always, no credit is necessary but would be apreciated! Oh, and please comment if you download this...

Nocturne

EDIT: Kvegas83 has provided an optimised (and easier to change) script here... Thank you!

Edited by Nocturne, 27 June 2013 - 08:54 AM.

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#2 tamper2

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Posted 20 January 2009 - 10:18 AM

Very nice tutorial. :blink:
Built very well, and well commented.
Very easy to understand and follow comments. :)
Only mistake I've seen, is for saving into ini, you used Backspace instead of Escape. :blink:
Overall really good,
Tamper :blink:
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#3 Nocturne

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Posted 20 January 2009 - 10:38 AM

Thanks tamper2... I really apreciate the comments! Oh, and I used backspace so that anyone who didn´t want to save to the ini could press escape and exit the program without changing anything.
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#4 Diptoman

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Posted 22 January 2009 - 05:03 PM

Hmm, I already figured how to do keyboard mapping, the only problem was that I couldn't find out a way to actually show what key is assigned for which action, except for the long and tedious method of writing each keycode (like you have done in this).
Oh, well! Just thinking if there was any other method...
But I can always copy the keycodes from here :( . So yeah, this was helpful in a way.

You have commented well enough making it easy to understand as well (Only applies to people who actually want to understand rather than copy-paste stuff). Should be very much useful for many. Good work.

Edited by dmsuper, 23 January 2009 - 06:39 AM.

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#5 Nocturne

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Posted 22 January 2009 - 05:18 PM

Thanks dmsuper! I respect your replies in all topics and it´s nice of you to comment...

I actually made a quick program in GM to write all the key codes to a file after a keypress then started in the upper left of the keyboard and pressed every key one at a time. It was the only way I could think of to get the numbers... The boring part was then putting all that info into a script with key names as well! At least the work hasn´t gone to waste and other people can benefit from it...

Thanks again!
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#6 Nocturne

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Posted 04 February 2009 - 09:33 PM

200 downloads and 2 replies? C´mon guys a bit of respect...

Edited by Mark13673, 19 February 2009 - 10:31 AM.

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#7 Obj_Control

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Posted 24 February 2009 - 12:34 AM

This is very useful. I never really bothered learning how to write .ini files, but now I know. There was plenty enough comments to help me understand how it works, and I think the methods were very good. Except, a few times, I see you writing a whole code 10 times, instead of using if statements to change a value, then writing the code once.

This is going to help me a lot in my next game, and I hope I won't lose it. I may finish the list of keys, and I may not, but if I do, I'll post it here for others.

Thanks for making the tutorial.

8/10
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#8 daman123125

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Posted 24 February 2009 - 01:20 AM

I agree with obj_control.
This is very well documented. I already knew how to make customizable controls, but this will be of great use to people who didn't know this yet.
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#9 Nocturne

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Posted 24 February 2009 - 07:01 AM

Thanks guys! Nice comments... and as for the code, obj_control, you are right that the draw event can be optimised with a switch statement and a for loop, but as I want this to be used by anyone I thought that it would be easier to change the drawing positions etc... if I laid out the code in the simplest form possible... And feel free to add to the key list... I left some out as I felt that they were problematic or unnecessary but I suppose I should have put a complete list for the end user to choose from...
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#10 samthetrue

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Posted 03 March 2009 - 07:14 PM

Very well documented. As a beginner, this has taught me many things about saving information as well. Thank you very much, I hope to learn more from your other examples, and I'm off to download and study them right now



Keep up the good work!
Sam
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#11 Batch

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Posted 07 March 2009 - 09:39 PM

Haha, I took about 2 hours "decompiling" all this info into something that I could understand! Yay! Now it works lol. :mellow: If you wanna see this in action, click on my support bar in my sig and check out v2.75. Love this example! Thanks Mark!


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#12 safwat1995

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Posted 02 April 2009 - 10:08 AM

Great example. well done :)
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#13 frankpiet

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Posted 02 April 2009 - 08:58 PM

Good example. This will help a lot of people.
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#14 ShadowKirby10

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Posted 07 August 2009 - 11:41 PM

Example is straight forward, Nice work, and yes it works great on the pro edition too
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#15 iluvfuz

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Posted 08 August 2009 - 12:34 AM

Cool, this can teach people about ini reading/writing, arrays and loops.
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#16 Pymann

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Posted 11 August 2009 - 11:58 PM

It requires pro for GM7 not sure about GM6
I have GM6 Registered on one computer GM7Lite on another cuz it won't accept the registration code I gave it.
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#17 KMVegas

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Posted 07 September 2009 - 10:42 PM

hey Mark... made a little modification to your code, making it obsolete to have to create a whole other program to show you the keycodes. Here's the new KeyMapCheck script, though it's formatted a bit differently and has a few differences in what keys can be mapped. It also prevents the need to constantly assign Mapping to true.

//GET LAST KEY PRESSED AND CORRESPONDING CODE
//IF KEY IS NOT LISTED, IT IS CONSIDERED AN INVALID ENTRY

Mapping=true;

switch keyboard_lastkey{

case vk_control:	name="Ctrl";break;
case vk_tab:		name="Tab";break;
case vk_space:	  name="Space";break;

//ARROW KEYS
case vk_left:	   name="Left";break;  case vk_right:	  name="Right";break;
case vk_up:		 name="Up";break;	case vk_down:	   name="Down";break;

//NUMPAD
case vk_numpad0:	name="Num0";break;  case vk_numpad1:	name="Num1";break;
case vk_numpad2:	name="Num2";break;  case vk_numpad3:	name="Num3";break;
case vk_numpad4:	name="Num4";break;  case vk_numpad5:	name="Num5";break;
case vk_numpad6:	name="Num6";break;  case vk_numpad7:	name="Num7";break;
case vk_numpad8:	name="Num8";break;  case vk_numpad9:	name="Num9";break;

//LETTERS
case ord('A'):	  name="A";break;	 case ord('B'):	  name="B";break;
case ord('C'):	  name="C";break;	 case ord('D'):	  name="D";break;
case ord('E'):	  name="E";break;	 case ord('F'):	  name="F";break;
case ord('G'):	  name="G";break;	 case ord('H'):	  name="H";break;
case ord('I'):	  name="I";break;	 case ord('J'):	  name="J";break;
case ord('K'):	  name="K";break;	 case ord('L'):	  name="L";break;
case ord('M'):	  name="M";break;	 case ord('N'):	  name="N";break;
case ord('O'):	  name="O";break;	 case ord('P'):	  name="P";break;
case ord('Q'):	  name="Q";break;	 case ord('R'):	  name="R";break;
case ord('S'):	  name="S";break;	 case ord('T'):	  name="T";break;
case ord('U'):	  name="U";break;	 case ord('V'):	  name="V";break;
case ord('W'):	  name="W";break;	 case ord('X'):	  name="X";break;
case ord('Y'):	  name="Y";break;	 case ord('Z'):	  name="Z";break;

//UNCHARTED KEY
default:			Mapping=false;break;
}
if Mapping		  code=keyboard_lastkey;

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#18 Nocturne

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Posted 08 September 2009 - 06:29 AM

Thanks for taking the time to do that! I should have done so myself (I´m much more experienced now with GML) as I also realised that the code could be optimised in more or less the same way a while back... Just never got round to it! The only addition I would make is adding in vk_shift....

Anyway, thanks again and I will add a mention into the first post...
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#19 KMVegas

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Posted 09 September 2009 - 05:22 AM

Thanks for taking the time to do that! I should have done so myself (I´m much more experienced now with GML) as I also realised that the code could be optimised in more or less the same way a while back... Just never got round to it! The only addition I would make is adding in vk_shift....

Anyway, thanks again and I will add a mention into the first post...


Hey, glad to have helped! I really like this example, its helped me alot.
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#20 Nocturne

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Posted 13 December 2009 - 01:08 PM

BUMP!
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#21 CRxTRDUDE

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Posted 23 March 2010 - 02:32 AM

Hello. I replied on my post by the way saying thanks to you. By the way, can i modify the code used? I want to learn how to code GML. And If I have problems, can you help me in my post. Very much appreciated if you can help.
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#22 Devilfromhost12

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Posted 23 March 2010 - 10:34 PM

Once again Nice Work Mark13673
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#23 Nial8r

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Posted 07 August 2010 - 11:55 PM

I have decided my post was too stupid and 'removed' it . :P


Edited by Nial8r, 12 May 2011 - 11:41 AM.

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#24 regniwekim

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Posted 23 August 2010 - 09:32 PM

This may sound like a bit of a noobish question...

But here it goes anyways...

Once I have the custom keys selected, how do I apply them?
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#25 Nocturne

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Posted 23 August 2010 - 09:52 PM

Hi there regniwekim! The use is easy... Just use the global variables for moving or whatever... EG:

//TO MOVE LEFT
if keyboard_check(global.LeftKey) x-=4;

//TO END THE GAME
if keyboard_check_pressed(global.QuitKey) game_end();

//etc...

I hope that helps!
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#26 regniwekim

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Posted 24 August 2010 - 02:58 AM

Hi there regniwekim! The use is easy... Just use the global variables for moving or whatever... EG:

//TO MOVE LEFT
if keyboard_check(global.LeftKey) x-=4;

//TO END THE GAME
if keyboard_check_pressed(global.QuitKey) game_end();

//etc...

I hope that helps!



Awesome. That's exactly what I was asking about. Thanks a lot!
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#27 caiys

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Posted 03 October 2010 - 03:19 PM

It works flawlessly and the code is all nicely commented so was easy to integrate into my game.
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#28 Nocturne

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Posted 08 April 2011 - 08:14 AM

Since Ive changed my user name Im bumping my examples so people can see them... Posted Image
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#29 Hepo

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Posted 12 May 2011 - 04:12 AM

2 years later and I say thanks!
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#30 Nocturne

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Posted 12 May 2011 - 06:21 AM

Better late than never! Thank you...
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#31 Orswen

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Posted 16 May 2011 - 02:08 PM

nice tutorial :)
it teach me a lot, thanks
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#32 Shawtrcwbky

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Posted 18 July 2011 - 10:05 PM

Hey, sorry for necro-posting, but I need some help. ^^;
I'm using an engine with awesome movement, save/load and other stuff, with the controls that CAN be changed, but not in in-game way, instead of editing the controls.txt file. So I wanted to change that and downloaded this. It's a pretty good example and I'd really wish to use it. But I have problems editing the old engine. I'm not sure what to edit and what to keep, I tried deleting the "initialization" object, which was placed in the first room called Initialization which makes up the controls, so it doesn't make conflicts what to use, but it didn't worked (I read in the example that you need to put something in the first room?). So I'll just give you all the codes it uses, and if you have some spare time, can you edit it for me please? (also, I could send you a .gmk file of the engine, if needed)
Okay, so,
Init object;
//Step event
if (file_exists("controls.txt")) {
    loadControls();
}
else {
    defControls();
    saveControls();
}
if(file_exists("temp") == true){
  tempWrite();
}
else{
  room_goto_next();
}
loadControls script
execute_file("controls.txt");
defControls script
global.button1=vk_left;
global.button2=vk_right;
global.button3=vk_shift;
global.button4=ord("Z");
saveControls script
f=file_text_open_write("controls.txt");
file_text_write_string(f,"
global.button1="+string(global.button1)+"
global.button2="+string(global.button2)+"
global.button3="+string(global.button3)+"
global.button4="+string(global.button4)+"
");
file_text_close(f);

Object Init is placed in the very first room of the game.
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#33 DEATHINCARNAT3

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Posted 22 October 2011 - 03:51 PM

Hello, i read through your entire coding, and im pretty sure i understand wat it all does(i hope), i decided i would try it out for my self but after i had changed everything to suit wat i needed for my menu, it came up with this error when i clicked on the settings button in my menu (which is programmed to display the controls change):

ERROR in
action number 1
of Create Event
for object object_mouse:

Error in code at line 57:
KeyNameData=ini_read_string("KeyNames",a,KeyNameDefault[i]); KeyNameIni[i]=KeyNameData;
^
at position 43: Unknown variable KeyNameDefault or array index out of bounds

Any idea how to fix this, or what i did wrong...i did change some coding around but nothing major, just wat i was told to change.

Edited by DEATHINCARNAT3, 22 October 2011 - 03:52 PM.

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#34 Nocturne

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Posted 22 October 2011 - 04:10 PM

Hello, i read through your entire coding, and im pretty sure i understand wat it all does(i hope), i decided i would try it out for my self but after i had changed everything to suit wat i needed for my menu, it came up with this error when i clicked on the settings button in my menu (which is programmed to display the controls change):

ERROR in
action number 1
of Create Event
for object object_mouse:

Error in code at line 57:
KeyNameData=ini_read_string("KeyNames",a,KeyNameDefault[i]); KeyNameIni[i]=KeyNameData;
^
at position 43: Unknown variable KeyNameDefault or array index out of bounds

Any idea how to fix this, or what i did wrong...i did change some coding around but nothing major, just wat i was told to change.


Somewhere when creating your own version you either A)Fail to initialise the name array, or B)Only initialise a part of the array. Feel free to PM me your file and we can see if it can't be fixed!
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#35 DEATHINCARNAT3

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Posted 22 October 2011 - 04:53 PM


Hello, i read through your entire coding, and im pretty sure i understand wat it all does(i hope), i decided i would try it out for my self but after i had changed everything to suit wat i needed for my menu, it came up with this error when i clicked on the settings button in my menu (which is programmed to display the controls change):

ERROR in
action number 1
of Create Event
for object object_mouse:

Error in code at line 57:
KeyNameData=ini_read_string("KeyNames",a,KeyNameDefault[i]); KeyNameIni[i]=KeyNameData;
^
at position 43: Unknown variable KeyNameDefault or array index out of bounds

Any idea how to fix this, or what i did wrong...i did change some coding around but nothing major, just wat i was told to change.


Somewhere when creating your own version you either A)Fail to initialise the name array, or B)Only initialise a part of the array. Feel free to PM me your file and we can see if it can't be fixed!


Nah man its all good, i must've made a slight mistake somewhere, when i customized the coding, but i just redid the whole thing and it works fine with my custom settings.
BTW this was extremely helpful, i learned alot about GML from this, some new codes and, of course, how to make key mapping :). Thanks
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#36 Nocturne

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Posted 22 October 2011 - 04:59 PM

Okay! Glad you got it working!
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#37 DEATHINCARNAT3

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Posted 22 October 2011 - 06:54 PM

Hello there, how would i go about (if possible) mapping the mouse buttons (left AND right) with this setup?
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#38 Nocturne

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Posted 22 October 2011 - 07:00 PM

You mean have them instead of a key?
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#39 DEATHINCARNAT3

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Posted 22 October 2011 - 07:32 PM

You mean have them instead of a key?

yeh like, say i wanted my LMB to shoot instead of space, how would u map it?
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#40 Nocturne

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Posted 22 October 2011 - 08:06 PM

Okay... Now this tutorial was not really designed for this, BUT here is a quick and dirty fix :


Spoiler



Replace the "KeyRemap" script with that... You should realise, however, that once you have mapped the mouse button to an action you will then have to check each action before using it to see if it is a key or a mouse mapping.
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#41 DEATHINCARNAT3

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Posted 23 October 2011 - 03:12 AM

Okay... Now this tutorial was not really designed for this, BUT here is a quick and dirty fix :


Spoiler



Replace the "KeyRemap" script with that... You should realise, however, that once you have mapped the mouse button to an action you will then have to check each action before using it to see if it is a key or a mouse mapping.

thanks man...but wat do u mean i have to check each action before using it to see if it is a key or a mouse mapping?....Im not quite sure how i would do this (sorry, im semi noob at gml) could u give me a small example or is that asking too much?
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#42 Reefpirate

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Posted 22 March 2012 - 10:32 PM

Thanks for this! I didn't merge it with my game, but I learned quite a bit from studying it... And I downloaded it, so I'm commenting!
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#43 JTR

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Posted 29 October 2012 - 10:52 PM

Very useful! Thanks for sharing! :thumbsup:
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"One man's constant is another man's variable." - Alan Perlis
The Black Tome


#44 Buho

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Posted 17 January 2013 - 12:54 PM

Hi.

I have the lite version of Game Maker 8 and I can't see the script KeyRemap.
Please, can someone share here the code of this script or send it to me?

Thanks :thumbsup:/>
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#45 TheCorsairMalack

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Posted 02 February 2013 - 09:21 PM

I know this is an old thread--five years old--but I've got to thank you for the informative example. :) It's given me the foundation I need to begin playing around with my own custom controls.

Thanks!
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#46 Nocturne

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Posted 02 February 2013 - 09:31 PM

Posted Image thats the type of comment I like! Thanks! It makes my job on these forum worth while...
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Button_DynamicPuddles_zps068ef8eb.png Button_Flappy_zps7fcff3b6.png Button_RogueLike_zps6f3451a3.png IKrQvWr.png Button_MyGames_zpse9e80bb0.png


#47 xalar

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Posted 17 April 2013 - 11:48 PM

There wouldn't be a problem with using the script I found from here would there?


Edited by xalar, 19 April 2013 - 10:12 PM.

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#48 frikiloko

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Posted 07 June 2013 - 09:58 AM

This example helped me a lot and is valid for GM Studio, although this can not run for a couple of obsolete functions this does not affect to move the code to the GM Studio.

 

Btw I like to know where the ini file is created in GM Studio? in case I want to remove it


Edited by frikiloko, 07 June 2013 - 09:59 AM.

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