Gamepad input
Started by xein, Apr 04 2012 01:58 AM
7 replies to this topic
#1
Posted 04 April 2012 - 01:58 AM
I'd like to request a script that extends the gamepad input.
VX and VXA have a gamepad input with 10 buttons but only allows 8 input (<,>,^,v,A,B,X,Y,L,R). This input limitation problem was remedied using the keyboard extended input in VX. However, I'd like to have this gamepad input for allowing those gamers like myself a chance to sit back and relax as we play a game.
This would greatly reduce the strain caused by slouching over the keyboard. More button input would also allow more common events / scripts/scene triggered without needing to tediously go through an number of scenes.
Lastly for added information, the current gamepad/console controller have 14 button input (<,>,^,v,A,B,X,Y,L1,L2,R1,R2, Start, Select) excluding the 2 sticks (4LS,L3,4RS,R3) (new total of atleast 24 input). Imagine the convenience for the developers and players.
VX and VXA have a gamepad input with 10 buttons but only allows 8 input (<,>,^,v,A,B,X,Y,L,R). This input limitation problem was remedied using the keyboard extended input in VX. However, I'd like to have this gamepad input for allowing those gamers like myself a chance to sit back and relax as we play a game.
This would greatly reduce the strain caused by slouching over the keyboard. More button input would also allow more common events / scripts/scene triggered without needing to tediously go through an number of scenes.
Lastly for added information, the current gamepad/console controller have 14 button input (<,>,^,v,A,B,X,Y,L1,L2,R1,R2, Start, Select) excluding the 2 sticks (4LS,L3,4RS,R3) (new total of atleast 24 input). Imagine the convenience for the developers and players.
#2
Posted 04 April 2012 - 10:12 AM
If any scripter takes on this challenge I highly suggest using XInput :3
#3
Posted 04 April 2012 - 01:41 PM
Just got XInput passing controller states into RGSS. Currently all I've got is a constantly refreshing printout of the controller state, but considering Microsoft has the full API up on MSDN it shouldn't be too hard to mask these puppies into some useable data.
#4
Posted 04 April 2012 - 02:20 PM
Awesome Lone Wolf <3
I look forward to seeing the result
I look forward to seeing the result
#5
Posted 04 April 2012 - 06:19 PM
Well, I've gotten everything working and bug-free. I think. It was much easier than I thought, and in the long term means one day RPG Maker games will have 4-way local multiplayer. It's not plug-and-play by any stretch of the imagination, though, so I think I'll hammer away at it a little more.
...But until then. Somebody, break this:
Lot's more to do, now that I've gone and started. Is this the sort of script you had in mind?
...But until then. Somebody, break this:
Spoiler
Lot's more to do, now that I've gone and started. Is this the sort of script you had in mind?
Edited by Lone Wolf, 04 April 2012 - 09:06 PM.
- Zeriab likes this
#6
Posted 04 April 2012 - 11:27 PM
ooOOOOooo this looks awesome. And I would LOVE to have local 4 MP game O_O that would rock. Original Crystal Chronicles style game on my big screen at home, that sounds like fun :-) Lone Wolf, YOU RULE!
I have a 360 USB controller and a few others that I can try to test with to check cross compatibility. I'll see if I can dig the others up. 360 and PS3 controllers seem like a good idea though
I have a 360 USB controller and a few others that I can try to test with to check cross compatibility. I'll see if I can dig the others up. 360 and PS3 controllers seem like a good idea though
Edited by Klandaghi, 04 April 2012 - 11:29 PM.
Insert signature here...
Wait no that's not right...
Spoiler
#7
Posted 09 April 2012 - 09:50 PM
...Aaaand done. More or less. Support for up to four gamepads with 16 buttons, dual-analog, analog triggers, and only a little more force-feedback support than Microsoft included in the API. I'll also be posting this in the completed scripts section, because I think this has a lot of potential aside from opening the Pandora's Box of easily-accessible multiplayer in RPG Maker.
I consider this nothing more than a scripters tool, as you'll need to change button references in the built-in scripts yourself. But once that's settled you'll have access to everything XInput has to offer. Enjoy.
Spoiler
I consider this nothing more than a scripters tool, as you'll need to change button references in the built-in scripts yourself. But once that's settled you'll have access to everything XInput has to offer. Enjoy.
#8
Posted 16 April 2012 - 05:10 PM
Thanks, Lone Wolf. This will surely help bring RPG Maker games closer to game console style.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users











