Viewed 5k times. See how it behaves? Instead of lighting up, it gets pressed. Improve this question. Ricardo Pomalaza Ricardo Pomalaza 27 1 1 silver badge 7 7 bronze badges. Add a comment. Active Oldest Votes. Improve this answer. Dmi7ry Dmi7ry 1, 1 1 gold badge 13 13 silver badges 24 24 bronze badges.
Thank you! That fixed it. Hey I have a question. Welcome to the Buildbox Classic Learning Center! Start Here. Watch Video More Details. Buildbox Fundamentals Welcome to Buildbox Classic! Make Your Own Game Series.
Creating the Basics In this first lesson, a lot of information will be covered to provide you with a solid foundation to work with. Once imported into GameMaker, take a moment to look over the objects and sprites etc In this article we will be using this base framework project to make a small prototype "twin-stick-shooter" game for up to four players using gamepads for controls. As such the project is prepared with a a number of simple sprites and some events so that we can concentrate on the important part - adding the controls.
The first thing we are going to do is add an Asynchronous System Event to the controller object. We want our controller to handle who is playing and what gamepads are connected, and this can all be done quite simply from this event. NOTE : The Asynchronous System Event is an event that has been added to GameMaker Studio 2 designed to trigger when certain system-level changes are detected, like the plugging in or removing of a gamepad.
If the event has been either of those types, then an additional key will also be present in the map:. When a gamepad is plugged in to the device running the game, it is assigned a "slot" value which is its pad index. This index value is then used in all further gamepad functions to identify it, and on most platforms pads are indexed from 0, so the first pad connected will be in slot 0, and the second in slot 1 etc However, this is not always the case, for example: on Android and iOS you may find that the first gamepad connected is actually placed in slot 1, as the OS reserves slot 0 for general bluetooth connections or other things, or on Windows it may be slot 4 because you are using a generic gamepad and not an Xbox gamepad.
The important thing to take away from this is that regardless of the slot ID for the gamepad, it will be detected in the Async System Event and can be stored and used from that.
How does all this come together in our game? Well, thanks to this event, we have no need to code specific Step Event code to "listen" for gamepads, and can simply add some code to this System Event to catch any changes and assign variables etc In this case, we are going to have it create a player if a gamepad is detected, and destroy it if there is not, so, in the Async System Event that we've just added, put the following code:.
If you've looked at the Create Event for the controller object, you'll have seen that we initialise the array player[] to noone. This array holds the ID of a player instance, which is in turn mapped to a controller slot. In this way we can use the System Event to catch a controller being added or removed and assign the correct instance to the given controller.
This is the name of the object that the player sees. This lets you specify additional names that players can use to refer to this object. It is important to note that different players will have different ways of interacting with your game — many players prefer to use hyperlinks, but some prefer to type.
You want to make it easy for Quest to understand what players type in, so you can add additional, alternative object names to ensure that happens. Now enter the description. It is currently showing an old western.
It is a good idea to think about what kinds of things players might try to do to any objects in your game. You can choose either to print a message or run a script when the player watches the TV. Enter a message. Toggle navigation Quest Documentation.
0コメント