A
Arlo Heskett
Guest
Hi everyone,
I have recently been experiencing issues while using the Nintendo Switch Pro Controller on Game Maker. The basic issue is that Game Maker doesn't take any input from both the left and right triggers. It hasn't always been like this but recently after a few updates ago I noticed that this issue started.
Everything aside from the triggers works. I have tried using the controller on things aside from Game Maker and the triggers work completely fine. The image below is a screenshot of a small programme I created to test the inputs of the controller.
Test Programme:
<Image Link Removed - Malicious Domain Detected>/ja0f3c
Here's the code. If there is anything that is incorrect with it that is causing the issue, please make sure to tell me
[Step Event]
// Get controller
controllerconnection = gamepad_get_description(0);
// Axis input
lhaxis = gamepad_axis_value(0, gp_axislh);
lvaxis = gamepad_axis_value(0, gp_axislv);
rhaxis = gamepad_axis_value(0, gp_axisrh);
rvaxis = gamepad_axis_value(0, gp_axisrv);
if (gamepad_button_check(0, gp_face1)) facebutton1 = true else facebutton1 = false;
if (gamepad_button_check(0, gp_face2)) facebutton2 = true else facebutton2 = false;
if (gamepad_button_check(0, gp_face3)) facebutton3 = true else facebutton3 = false;
if (gamepad_button_check(0, gp_face4)) facebutton4 = true else facebutton4 = false;
if (gamepad_button_check(0, gp_shoulderr)) rightbumper = true else rightbumper = false;
if (gamepad_button_check(0, gp_shoulderl)) leftbumper = true else leftbumper = false;
if (gamepad_button_check(0, gp_shoulderrb)) righttrigger = true else righttrigger = false;
if (gamepad_button_check(0, gp_shoulderlb)) lefttrigger = true else lefttrigger = false;
[Draw GUI Event]
// Get controller
draw_text(80, 40, controllerconnection);
draw_text(80, 55, lhaxis);
draw_text(80, 70, lvaxis);
draw_text(80, 85, rhaxis);
draw_text(80, 100, rvaxis);
if (facebutton1 = true) draw_text(80, 115, "A Button True") else draw_text(80, 115, "A Button False");
if (facebutton2 = true) draw_text(80, 130, "B Button True") else draw_text(80, 130, "B Button False");
if (facebutton3 = true) draw_text(80, 145, "X Button True") else draw_text(80, 145, "X Button False");
if (facebutton4 = true) draw_text(80, 160, "Y Button True") else draw_text(80, 160, "Y Button False");
if (rightbumper = true) draw_text(80, 175, "Right Bumper True") else draw_text(80, 175, "Right Bumper False");
if (leftbumper = true) draw_text(80, 190, "Left Bumper True") else draw_text(80, 190, "Left Bumper False");
if (righttrigger = true) draw_text(80, 205, "Right Trigger True") else draw_text(80, 205, "Right Trigger False");
if (lefttrigger = true) draw_text(80, 220, "Left Trigger True") else draw_text(80, 220, "Left Trigger False");
(Even though this has nothing to do with the issue, just in case this is part of or is the cause of the problem) I also have a draw event with nothing inside of it just so that the sprite is invisible.
[Draw Event]
// Invisible
Thanks for taking your time to read my post . Hopefully we can try to find out the cause of this and fix it . Perhaps this is only an issue that occurs on the Mac IDE (I don't know if it works on Windows because I only use a mac).
I have recently been experiencing issues while using the Nintendo Switch Pro Controller on Game Maker. The basic issue is that Game Maker doesn't take any input from both the left and right triggers. It hasn't always been like this but recently after a few updates ago I noticed that this issue started.
Everything aside from the triggers works. I have tried using the controller on things aside from Game Maker and the triggers work completely fine. The image below is a screenshot of a small programme I created to test the inputs of the controller.
Test Programme:
<Image Link Removed - Malicious Domain Detected>/ja0f3c
Here's the code. If there is anything that is incorrect with it that is causing the issue, please make sure to tell me
[Step Event]
// Get controller
controllerconnection = gamepad_get_description(0);
// Axis input
lhaxis = gamepad_axis_value(0, gp_axislh);
lvaxis = gamepad_axis_value(0, gp_axislv);
rhaxis = gamepad_axis_value(0, gp_axisrh);
rvaxis = gamepad_axis_value(0, gp_axisrv);
if (gamepad_button_check(0, gp_face1)) facebutton1 = true else facebutton1 = false;
if (gamepad_button_check(0, gp_face2)) facebutton2 = true else facebutton2 = false;
if (gamepad_button_check(0, gp_face3)) facebutton3 = true else facebutton3 = false;
if (gamepad_button_check(0, gp_face4)) facebutton4 = true else facebutton4 = false;
if (gamepad_button_check(0, gp_shoulderr)) rightbumper = true else rightbumper = false;
if (gamepad_button_check(0, gp_shoulderl)) leftbumper = true else leftbumper = false;
if (gamepad_button_check(0, gp_shoulderrb)) righttrigger = true else righttrigger = false;
if (gamepad_button_check(0, gp_shoulderlb)) lefttrigger = true else lefttrigger = false;
[Draw GUI Event]
// Get controller
draw_text(80, 40, controllerconnection);
draw_text(80, 55, lhaxis);
draw_text(80, 70, lvaxis);
draw_text(80, 85, rhaxis);
draw_text(80, 100, rvaxis);
if (facebutton1 = true) draw_text(80, 115, "A Button True") else draw_text(80, 115, "A Button False");
if (facebutton2 = true) draw_text(80, 130, "B Button True") else draw_text(80, 130, "B Button False");
if (facebutton3 = true) draw_text(80, 145, "X Button True") else draw_text(80, 145, "X Button False");
if (facebutton4 = true) draw_text(80, 160, "Y Button True") else draw_text(80, 160, "Y Button False");
if (rightbumper = true) draw_text(80, 175, "Right Bumper True") else draw_text(80, 175, "Right Bumper False");
if (leftbumper = true) draw_text(80, 190, "Left Bumper True") else draw_text(80, 190, "Left Bumper False");
if (righttrigger = true) draw_text(80, 205, "Right Trigger True") else draw_text(80, 205, "Right Trigger False");
if (lefttrigger = true) draw_text(80, 220, "Left Trigger True") else draw_text(80, 220, "Left Trigger False");
(Even though this has nothing to do with the issue, just in case this is part of or is the cause of the problem) I also have a draw event with nothing inside of it just so that the sprite is invisible.
[Draw Event]
// Invisible
Thanks for taking your time to read my post . Hopefully we can try to find out the cause of this and fix it . Perhaps this is only an issue that occurs on the Mac IDE (I don't know if it works on Windows because I only use a mac).