I haven't set it up properly for my game yet, but AutoHotkey is an incredible program once you get the basic hang of redefining keys.
Tested an old script I used to play an RPG on my 360 gamepad, and it worked fine in Construct. Just so you get an idea of how simple it is, this is the script in notepad:
Joy6::Send {Enter}
Joy8::Send {Escape}
Joy1::
Send {Down down}
SetTimer, WaitDown, 30
return
WaitDown:
if not GetKeyState("Joy1")
{
Send {Down up}
SetTimer, WaitDown, off
return
}
Send {Down down}
return
Joy3::
Send {Left down}
SetTimer, WaitLeft, 30
return
WaitLeft:
if not GetKeyState("Joy3")
{
Send {Left up}
SetTimer, WaitLeft, off
return
}
Send {Left down}
return
Joy2::
Send {Right down}
SetTimer, WaitRight, 30
return
WaitRight:
if not GetKeyState("Joy2")
{
Send {Right up}
SetTimer, WaitRight, off
return
}
Send {Right down}
return
Joy4::
Send {Up down}
SetTimer, WaitUp, 30
return
WaitUp:
if not GetKeyState("Joy4")
{
Send {Up up}
SetTimer, WaitUp, off
return
}
Send {Up down}
return[/code:2jusld89]
The only reason I set movement to the keys instead of joystick is because I'm lazy; bear in mind that it entirely possible to customize and macro-ify any keyboard, mouse and gamepad input with an AutoHotkey script.
Built-in gamepad use for Construct would be cool! If you didn't know, you can change global input keys and their aliases when you click your game name in the project pane; 'controls', at the bottom of its properties window.