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Ah ok, yes if it is gamepad only then I believe the demo version of the plugin was before gamepad support was added, so it wouldn't work there.

I test using a 360, xbox one, and gamesir pc controller, and all of them work for me in my test project. Do you have the most updated version of CGMZ Core and Dungeon Tools?

Another thing to check would be other plugins that change how controllers work. I use my own gamepad input functions so those plugins most likely would not change how the button works in dungeon tools. Could you try a project with no other plugins besides CGMZ Core and Dungeon Tools and let me know if it works there? It could be some kind of conflict.

For additional troubleshooting, could you copy and paste this into the bottom of CGMZ Dungeon Tools on its own new line (don't overwrite any existing code), and then let me know what is printed to the console when you press a button on your gamepad?

CGMZ_Temp.prototype.updateLastGamepad = function(gamepad) {
   alias_CGMZ_DungeonTools_Temp_updateLastGamepad.call(this, gamepad);
   console.log(gamepad);
   this.updateDungeonToolsForGamepad(gamepad);
};

It should look something like this after clicking on the arrow to expand what was logged:

The dungeon tools plugin will read that and look for the button that has "pressed: true" so the buttons array is what I am most interested in seeing.

Okay, so it doesn't work in the Demo, even with the updated Plugin, (and no other plugin around to obstruct it) nothing happens when pressing the Buttons assigned, which leads me to believe that it is incompatibility with the controller. (if anything)

I also added the code that you posted, I pasted it at the very end of the Dungeontools Plugin file, and I must be doing something wrong, if I type in nothing, the console doesn't give out information, (which I assume is normal) but if I type in "Gamepad" like in the second picture, it just says "native code" unfortunately nothing more than that, but I used the command that was added with the string that you posted, and it just says this:


I guess I must have done something wrong or misunderstood, not sure. I tried clicking the arrow and nothing happens in every case.

(3 edits)

The plugin will automatically log the gamepad object with that code at the bottom of the dungeon tools plugin file, you don't need to type anything into the console. It will only log something when a gamepad button is being pressed, so to get the object into the console you just need to start the game up and use the controller while the console is open in the background.

Edit: If you want to test with the demo, you would also need to update the CGMZ Core plugin that comes with the demo.

(1 edit)

Okay, I managed to fix it. It ended up being a compatibility issue with another plugin, which I could solve by asking the Plugin Author if I could edit it slightly, now everything works immaculately.

Just to follow up what you asked: The string worked after updating the CGMZ Core and the compatibility issue with the plugin also effected the string, so just nothing happened at first in the Console, which confused me.

You can't see it in the Screenshot (because the buttons are too sensitive, so it puts out the same button multiple times) but I tried all of them and every button of the gamepad is put out as true, so that's perfect.



I just want to thank you for the help and quick response, and I am sorry if I have wasted your time in any way. But thank you for all of your amazing Plugins, and all the work you put in them, they are amazing, and maybe this thread can still help someone! (hopefully)

Glad you got it working 😁 it did sound like a compatibility issue to me once you mentioned the other plugin that affected gamepads.

Speaking of controller buttons, why does the plugin try to assign gamepad buttons as numbers when RM only recognizes them as XBox 360 buttons?

This makes it confusing to assign which buttons.

Hi, it is because the controller buttons are numbers internally. I can make the parameter selectable and just map the button to the number for the correct button, thanks for your suggestion.