RPG Maker VX Ace

RPG Maker VX Ace

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Green Feb 25, 2014 @ 7:40pm
No native controller support?
WIth the style being so much like classic RPGs, I'm surprised this game doesn't boast controller support. I'd love to play the various games people make on my coach with an Xbox 360 controller without having to map buttons and using a mod.

Has anyone played RPG Maker with an Xbox controller yet? Is it difficult?
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Showing 1-8 of 8 comments
Mystix Feb 25, 2014 @ 7:42pm 
Games made with VxAce have built-in game-controller support. Press the F1 key after launching a game and one of the options is for adjusting game-controller options.
Last edited by Mystix; Feb 25, 2014 @ 7:45pm
Hatsukuro Feb 25, 2014 @ 7:43pm 
The maker itself does not have controller support. The games made in it actually do. The keyboard is just emulating controller keys believe it or not.
Green Feb 25, 2014 @ 7:45pm 
Awesome. thanks!
Challak Oct 7, 2017 @ 1:03pm 
So how does one map a key to a button specifically to an XBOX controller?

I press F1 and I see the label for buttons, and you can choose a few, but none of them seem to match up to any presses on the controller.
LarsenB Oct 8, 2017 @ 11:01am 
Originally posted by Challak:
So how does one map a key to a button specifically to an XBOX controller?

I press F1 and I see the label for buttons, and you can choose a few, but none of them seem to match up to any presses on the controller.
The default mappings are like this

http://steamcommunity.com/sharedfiles/filedetails/?id=1162759103
Last edited by LarsenB; Oct 8, 2017 @ 11:04am
Challak Oct 8, 2017 @ 12:09pm 
Originally posted by LarsenB:
Originally posted by Challak:
So how does one map a key to a button specifically to an XBOX controller?

I press F1 and I see the label for buttons, and you can choose a few, but none of them seem to match up to any presses on the controller.
The default mappings are like this

http://steamcommunity.com/sharedfiles/filedetails/?id=1162759103

Thanks. That's helpful.
Is it not possible for developers to fill the choices for each button with the actual actions in game?

I play one game that lets me assign the action they call "C" to the Button here called "1" (that you've shown to be "A"). In the game, "C" means "Confirm". Are devs not able to simply add the action "confirm" to that dropdown?
Last edited by Challak; Oct 8, 2017 @ 12:10pm
LarsenB Oct 8, 2017 @ 3:02pm 
Originally posted by Challak:
Thanks. That's helpful.
Is it not possible for developers to fill the choices for each button with the actual actions in game?

I play one game that lets me assign the action they call "C" to the Button here called "1" (that you've shown to be "A"). In the game, "C" means "Confirm". Are devs not able to simply add the action "confirm" to that dropdown?

You can't change the built-in F1 window, and the names in the drop-down are the internal code by which the engine recognize the relative input, so I'm pretty sure you can't change those too... you could show some sort of help screen in-game with a more meaningful explaination of the commands

Aside from the names, you can however tamper with button assigment via scripting, and even add some extra functionalities to the unused ones (see, for example, here[yanflychannel.wordpress.com]
Challak Oct 9, 2017 @ 7:16am 
Originally posted by LarsenB:
Originally posted by Challak:
Thanks. That's helpful.
Is it not possible for developers to fill the choices for each button with the actual actions in game?

I play one game that lets me assign the action they call "C" to the Button here called "1" (that you've shown to be "A"). In the game, "C" means "Confirm". Are devs not able to simply add the action "confirm" to that dropdown?

You can't change the built-in F1 window, and the names in the drop-down are the internal code by which the engine recognize the relative input, so I'm pretty sure you can't change those too... you could show some sort of help screen in-game with a more meaningful explaination of the commands

Aside from the names, you can however tamper with button assigment via scripting, and even add some extra functionalities to the unused ones (see, for example, here[yanflychannel.wordpress.com]

Thanks for informing me on that. Knowing this makes the approach many devs have taken more understandable.

It's unfortunate but hey, all software has its quirks. I'm thinking others may find this info useful, and your recommendations are definitely something to consider.

I can imagine someone making a controls information screen in-game that perhaps covers the details. I made a post in a game with my recommended button assignments that breaks down what the buttons mean, what the assignments mean, and suggested assignment for a certain "feel" while playing. This is a sort of example to what could be done in game...

http://steamcommunity.com/app/451920/discussions/0/1489987634010291730/
Last edited by Challak; Oct 9, 2017 @ 7:16am
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Date Posted: Feb 25, 2014 @ 7:40pm
Posts: 8