Is there a good reason to keep gamepad and keyboard input in separate actions?

Not favoritedFavorited Favorited 0 favourites
  • 3 posts
From the Asset Store
Total customisation of the input! You can combine inputs from all peripherals. Make your game accessible for everyone!
  • A lot of examples I've seen for Construct seem to separate the events for gamepad and keyboard input and switch them on or off depending on what is plugged in/active. I'm just wondering if there is any good reason for this? I have set up all my input with or logic eg

    Keyboard On Down Pressed

    OR

    Gamepad On Gamepad0 D-Pad Down Pressed

    ... Do action

    I find it simpler because actions/events don't need to be duplicated for keyboard or gamepad they just both work. Is there a disadvantage to this though? Any potential pitfalls?

    Thanks for any insight!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Nope, no disadvantages!

  • As long as it works, then great! Keep at it!

    However, if you've finished a few games, then you may eventually want it more featured like supporting custom controls.

    For example here is the approach I tend to do with my games. I have a global sheet, and here is the "up" input folder:

    Then throughout other eventsheets all I need is 1 condition to see if the up input is pressed.

Jump to:
Active Users
There are 0 visitors browsing this topic (0 users and 0 guests)