FHInput is now GMS2 ready!
FHInput is your new way to manage your game's inputs. Under the hood it uses GML functions and so supports all the input devices currently supported in Gamemaker: Studio. But it then adds on easy to use custom input options, letting your game's players choose their own inputs with ease. They can choose keyboard keys, mouse buttons, or any inputs on XInput or DInput devices(as supported by GMS's gamepad functions). But you as the developer can code your game without worrying about what input is driving your game's actions, making your job much easier. That's right, your objects respond to actions, without needing to know if the action is being driven by the space bar or some gamepad's shoulder buttons. It then also includes a few helper scripts as well that are meant to make your input handling very simple.
*Player System-You can have a number of game players only limited by the available input devices and what is feasible(for example you could have 4 players have inputs assigned to the keyboard but can they actually play that way?). FHInput has no limit on the number of players, letting you make "party" style games if you wish, adding and removing players on the fly, and loading and saving separate input profiles for each. *Action Response-The system keeps track of a few different pieces of information on the inputs behind your actions, which include(but not only) raw data(such as how far the axis is tilted), and a timer for how long the actions input's are being held down for. *Configuration Program-Here you will implement the possible settings for FHInput as well as create and test a default input scheme for your players. You can actually create more than one default scheme if you so desire. *Many other features I don't have space to mention here.
Support is provided via the Yoyogames forums(user "kburkhart84") or via e-mail "firstname.lastname@example.org."
Fixed logic bug where vertical axes on XInput devices were reversed.
Version 1.2.0. Published November 12, 2017
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