Multiple Gamepads (DEF-1416) (SOLVED)

That is very disappointing since the game I’m working on is completely dependent on this feature and it is right now simply missing, with no way for me to work around it. My only options right now are to try to find another engine or stop working on my game for half a year (!).

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What kind of game is it? There may be other solutions possible that could be done in current Defold - such as using mobile devices as controllers and linking them up with the main game on a LAN.

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It’s actually three different ones - all fairly fast action games. I do a lot of project-hopping, but all my games depend on this feature, since I have no network coding skills and I’m really into same-screen coop/pvp :slight_smile:

I actually had no idea that you could use mobile devices as controllers, and I must admit I don’t quite understand how that would work with the current input-system. For me, it comes down to having responsive and tight action controls so touch controls won’t work.

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I would say that you need to be alerted if the controller is disconnected.

Especially for fast pace games where you would need to pause the game if you loose a controller.

+1 for this feature.

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Is there any news?

No, I’m afraid not. @Sara?

I think, it’s a good practice to set source of input.
Because, if game supports local multiplayer and several input devices (one player with keyboard+mouse and one with gamepad), developer have to know how separate same actions.
For example: I have one name for same actions (shoot, run_left, jump, pause) in Input Building. But if one of the players pressed ‘shoot’-button, I don’t know who did it. Player with mouse? Player with gamepad 1? Player with gamepad 2?
And it does not a pretty solution, when you have:

  • key_shoot,
  • mouse_shoot,
  • gamepad_shoot
    in Input Building.
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I would put a tiny Lua module in-between the on_input() function and the actual logic acting upon input. I would probably bind the actions as you suggest (key_shoot, mouse_shoot etc) an let some Lua code split the action into a source (key, mouse, gamepad) and action (shoot).

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Yes, but if it will implement on the engine side, it will be a solution of the main problem of the thread.

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Multiple gamepad support (finally!) added in Defold 1.2.93: Defold 1.2.93 has been released

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Wooh! Finally worth to start making games again!

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:slight_smile: Looking forward to some lovely co-op games!

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