![]() Allowing the player to quickly scroll through a menu, detecting long holds for charging up attacks, and detecting button combos for special moves all require tedious bespoke code. You can only scan for press, hold, and release. GameMaker's native checker functions are limited. Because SDL2 integrates community contributions made over many years, it's rare to find a device that Input doesn't cover. In addition to keyboard and mouse fixes, Input uses the engine-agnostic SDL2 remapping system for gamepads. Solving these bugs is often impossible without physically holding the gamepad in your hands. ![]() Gamepads often require painful workarounds, even for common hardware. Supporting multiple kinds of input requires duplicate code for each type of device. Getting multiple input types working in GameMaker is fiddly. Extensive gamepad support via SDL2 community database. ![]()
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