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(1 edit)

Thanks! The increasing “x” value is actually fine in this case, that’s a side-effect of the plugin interpreting the R-stick as overall outside the deadzone and it being very slightly off-centre.

The main problem is that the fourth axis (which would normally be R-Stick downwards) is being seen as -1, i.e. all the way up.

Maybe the controller has a different axis layout due to the gravity sensor.
I you could add console.log(axes, gamepad.mapping, deadzone); at the second insertion, that should give me enough information to at least look this up. (You can remove the other ones.)

It would also be helpful to know which numbers in the axes array change when you move the R-stick.
If the axes are indeed different, then that along with the mapping or id will be enough to special-case it.

(3 edits)

Ah, and another possibility: The DualSense controller is around two years younger than the default runtime that comes with MZ.

Maybe it’s not supported properly by that older version, in which case updating it might fix the issue: https://itch.io/blog/484532/how-to-update-nwjs-in-rpg-maker-mv-and-mz-for-rpg-devs

That would also explain why the controller test site reports everything as centered.

I will look into that

Hi ! I just tested with my Xbox Series controller and it works fine ! The cursor doesn't go up by itself, this issue happens only with DualSense controllers. I have not tested yet with Nintendo's Joy-cons (even there's small chances that someone plays with that)

I didn't updated nw.js yet (it's a pain to do that on mz)