Ignore D-Pad Commands

I solved my own problem with a few lines of code in the player update event.

Note that my game restricts x-axis movement with 'hidden' wall world tiles, but could be easily adapted for anyone looking to accomplish the same goal (force use of crank or other input mechanism for player control):

	if cancelDPad==0 then
		if event.dy!=0 then
			realY = event.y
			realY -= event.dy
			cancelDPad = 1
			goto event.px,realY
		end
	else
		cancelDPad = 0
	end
	call "calculateMove"
end
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