Open Michaelm82 opened 3 weeks ago
The two functions do different things: gamepad_button_check_pressed only returns true for one frame gamepad_button_check returns true on each frame.
This is not a bug with GameMaker itself, but one in your project, so I will close this issue now. For coding support, please visit the GameMaker Community forum and create a thread there, asking for advice.
This is not a bug in my code. This worked just fine untill the newer master sdks. And this is the code from your program you have for platformer toutorial.
This is a bug in the platformer sample code, it will need updating @patrickrocheyoyo
Description
if you us the if (gamepad_button_check_pressed(gamepad, gp_face1)) the jump Hight will not be the correct Hight. But if you use if (gamepad_button_check(gamepad, gp_face1)) the jump Hight will be correct. You can test this using windy winds. This issue happed in the newer run times and is still an issue in the newest beta runtimes as well as the run times in the stable build.
Expected Change
The jump hight should be the same as when using touch controlles keyboard. when you use the gamepad.
Steps To Reproduce
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
2024.6.2 (Monthly), 2024.800 (Betas)
Which platform(s) are you seeing the problem on?
Windows, Ubuntu, Android, GX.games, HTML5
Contact Us Package Attached?
Sample Project Added?