~~~~FREE and OPEN SOURCE~~~~~
1.1.6 - added analog axis support
1.1.2 - added replay support
1.0.9 - simplified the code and renamed resources so that they wont conflict with your project
1.0.7 - supports older "directInput" joysticks along with newer ones. mix and match!
1.0.5 - supports 4 gamepads
InputDog combines keyboard_check(), gamepad_check_button(), and input remapping in one easy to use package.
Adding inputs is a snap, just drop in the InputForPlayer1 object and edit its user event:
inputdog_add_input("left", vk_left, inputdog_leftStickLeft);
This creates an action called left with a default key mapping of vk_left and a default gamepad mapping of the left stick pushed to the left. If you want to check whether player 1 pressed left just write inputDog_pressed("left",1) --You can also check if a button is down or released.
This makes it very easy for the player as they can start on a keyboard, then plug in a joystick and use that, then abandon the joystick and go back to the keyboard without exiting the game or changing any settings.
We've also included an easy to modify custom controls room for your players to make it easy for them to set up their own control schemes.
NEW - Now you can record and play back inputs for as many players as you want! Click the "record" button to see an example of this
InputDog works on mac and windows and supports both xinput (xbox) gamepads as well as direct_input (everything else). Players can toggle which mode they would like to use in the custom controls room.
Let us know what we can do to improve this plugin and please give us a review if you've found it helpful!
Link to Input Dog
Edited by messhof, 21 October 2015 - 06:14 PM.