lost
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As the project gets closer and closer to 1.0.0 the lead developer, Capn' Poopiepants, wanted to share his findings and recent developments. You can find InputCandy major releases on YoyoGames Marketplace, or the bleeding edge on Github ---> https://github.com/LAGameStudio/InputCandy
Version 1.0.0 will be the first "complete" and "bug free" release. 0.9.8 is very close to but not quite there yet. Expect version 1.0.0 in the next few weeks, and with that version will come some new videos, tutorials and updated documentation.
InputCandy makes it easier to use input in GameMaker and does all of the "settings" and "selection" for you, so you can easily import these features into other projects. It was first written by LostAstronaut.com for use with their games.
Tech Talk:
GameMaker 2: InputCandy Library 0.9.8 Preview - First Look
InputCandy is for PC games and games for "Linux-based" consoles like the Atari VCS. It also specifically supports Atari VCS Modern and Classic controllers now available at GameStop. Premium, but very nice controllers.
InputCandy helps you provide players with a way to customize their input.
Using InputCandy
You can use InputCandy in pieces or as a whole.
It currently does not handle multitouch, screen reorientation, platform specific scenarios beyond gamepads.
InputCandy makes it easier to use input in GameMaker and does all of the "settings" and "selection" for you, so you can easily import these features into other projects. It was first written by LostAstronaut.com for use with their games.
It's important to note that this is for detecting momentary actions, not for detecting textual input ("typing"). It treats mice, keyboard and gamepad input as "button states"
InputCandy has two modes:
What is InputCandy Advanced Good For?
InputCandy "Advanced" is split into several components:
Note that use of the SDLDB is turned off by default as it may have undesired consequences and is not really necessary if the player is going to be permitted to remap input by use of device testing/capture or input selection.
Version 1.0.0 will be the first "complete" and "bug free" release. 0.9.8 is very close to but not quite there yet. Expect version 1.0.0 in the next few weeks, and with that version will come some new videos, tutorials and updated documentation.
InputCandy makes it easier to use input in GameMaker and does all of the "settings" and "selection" for you, so you can easily import these features into other projects. It was first written by LostAstronaut.com for use with their games.
Tech Talk:
GameMaker 2: InputCandy Library 0.9.8 Preview - First Look
InputCandy is for PC games and games for "Linux-based" consoles like the Atari VCS. It also specifically supports Atari VCS Modern and Classic controllers now available at GameStop. Premium, but very nice controllers.
InputCandy helps you provide players with a way to customize their input.
Using InputCandy
You can use InputCandy in pieces or as a whole.
It currently does not handle multitouch, screen reorientation, platform specific scenarios beyond gamepads.
InputCandy makes it easier to use input in GameMaker and does all of the "settings" and "selection" for you, so you can easily import these features into other projects. It was first written by LostAstronaut.com for use with their games.
It's important to note that this is for detecting momentary actions, not for detecting textual input ("typing"). It treats mice, keyboard and gamepad input as "button states"
InputCandy has two modes:
- NES-style simple mode, which works on a variety of devices and requires no set up but has a limited number of inputs, and works with certain assumptions
- Advanced, verbose player-configured mode which allows for a lot of freedom but requires setup by the player
What is InputCandy Advanced Good For?
InputCandy "Advanced" is split into several components:
- InputCandy, the main ball of wax that handles the major features of designer-provided Actions, player-provided Settings, trackable Players (did they start yet? which controller are they using?), Devices (gamepads, keyboard, mouse), Signals (from devices) and a few other useful things.
- ICUI, the InputCandy User Interface, a style-able complete UI solution for selecting, configuring and simulating game control apparatus
- SDLDB, a library for reading, parsing and providing access to SDL GameController DB files (a recent one is included, or you may update it)
- A simple version (with simple diagnostics) for quick use
- A diagnostics screen that inspects game inputs
- A single room with multiple panels that shows off ICUI
- A test game
- A "Gamepad Keyboard" similar to the old nintendo games for highscore entry
- Multiplayer hot-seat games that use controllers
- Console games
- PC games with USB SDL-compatible PC game controllers and mouse/keyboard games
- Simplifying your work with control schemas
- Allowing players to rebind controls
- Allowing players to take advantage of the SDL Game Controller DB
Note that use of the SDLDB is turned off by default as it may have undesired consequences and is not really necessary if the player is going to be permitted to remap input by use of device testing/capture or input selection.
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