KBInput is the easiest way to let game players choose what inputs to use for your game. It wraps and replaces GMStudio's input functionality, making the keyboard, gamepad functions, and old joystick functions work together, allowing the game player to choose whatever they want for your game's actions. All the while, you, the game programmer, only have to use a simple set of functions to get the status of the inputs, which don't ever change regardless of what the player chooses for inputs.
- Makes custom inputs easy to implement
- Easy to keep default configurations handy(a single string in your code)
- Keeps track of input status, including not only if it is currently pressed, but whether it was just pressed this step, just released this step, and how long in seconds it has been held down.
- Allows use of joysticks and XInput devices via GMStudio's current GML functions
- Puts the actual input device behind the scenes allowing your game code to call a single function to check the input status, regardless of what it is.
- Tracks axes and buttons, all in the same system, allowing you to vary movement based on the tilt of an axis if you desire.
- Comes with a simple example showing how to get started with this.
- Comes with default descriptions for inputs allowing you to show the player what they have currently chosen for inputs. The script is available in the IDE so you can easily change said descriptions to your tastes.
- Checks if there are "conflicts" where multiple actions are using the same input, allowing you to detect it with a function call and notify the player.
Support is provided via the GMC(user "kburkhart84") or via e-mail "firstname.lastname@example.org."
The marketplace link is here.
The price is $9.99, but for there is an introductory sale of 50% off, so it is currently at $4.99.