None of your events shown match my events, so I can’t help you there.
Also, there is no real benefit to using a button remapper extension in your game logic, it is both limited to select buttons only and really should only be used once at the start of scene or when buttons are remapped by the player.
Here’s the events that match yours exactly. I was trying to replicate ZeroX4’s code for the controller to see if that would work. And actually. Disabled all of my other external events in a level to see if something could be mucking things up with my other code, but he’s still bouncing around like a rabbit if I use the controller. Keyboard works great!
It is very old
I do not remember exactly why but i can deduce it
And by my logic i did it so all controls use same exact crap
Not like move player when something is pressed for example
W key is pressed should automatically move player with behavior
BUT so that whatever i press touch control keyboard key or gamepad button it all do exact same thing
YET i do not remember and can’t deduce why i went with such approach
It was my 1st time doing it
And only thing that did matter to me was it was working
Ow i think i know
When you use behavior for WASD or arrows
It works little bit different for if you simulate movement
I remember there was LITTLE issue with animations
And some other stuff
Not anything major
I would just need to do separate events for touch/gamepad controls
And separate for keyboard controls
And to avoid that and streamline everything i went with simulate movement
Hello everyone. I just wanted to share an update since I finally fixed the problem. I’ve been working on this off and on for two years now so I litereally screamed out loud when it worked! So in order for Silver Streak’s method to work, there were a few things I had to do:
Remove GamepadMapperBehavior from my “Player” Sprite
Ensure the Gamepad Extension is installed in your project
Remove Remap Controls Behavior from my “Player” Sprite
Create Two unique Object Variables for “Player” (Gamepad & Keyboard)
Separate my Keyboard Controls into Unique External Events
Separate my Gamepad Controls into Unique External Events
Disable Default Controls for the Platform Behavior
Simulate Controls for Keyboard in the external events with Specific Events
Simulate Controls for Gamepad in the external events with Specific Events
Ensure the Player sprite has the Advanced Platform Behavior Attached (for coyote time to still work)
All of the Jumping is Controlled by this specific event ONLY. If you map any jump controls with events outside this behavior it will not work.
I wanted to say thank you EVERYONE for your patience with this matter. You have been extremely helpful and this will increase the quality of my game by 100%
I’m glad you got it working for you, for context, there’s some things above that aren’t required. Not saying you have to change it, just wanting to clarify.
These should be global variables unless you’re wanting to re-map them every scene (and, in a perfect world, should be in a function extension condition so you can just have “Action 1 pressed” and it accepts Keyboard and Gamepad and Touch, if you have them set up)
This is absolutely not required, they can be in the same external event.
Yes, this is absolutely required.
Again, these shouldn’t have to be separate events.