I'll make a video tutorial specifically about the controls part, but that will take a while still. You can reference the sample game to have some idea as to how it is setup in there, it has a pre-configured game attribute with Stencyl's default controls set. I also recommend you read the documentation file for the pack and for the sample game, they will provide extra information.
I understand the first part should be the name of the control; I do not know what I am looking for exactly for the gamepad input.
The second part are the gamepad input codes for that control. You can reference the Stencylpedia article on gamepads to learn about them and how to discover the code for each button. For example:
up|11/-axis 1The control called "up" accepts the gamepad input codes "11" and "-axis 1", which are the Up d-pad and Up on the left analog sticks. Input codes appears to be universal for all controllers from what I've tested, but you have the option to create separate bindings for different controllers.
As well, I am assuming I put it into the list called control config game attribute map; but see it is already populated with each value being the same attribute name. So, should I be making one attribute that shares all controller types? Or make one for each controller?
If you use the dash key, it will use that game attribute for any controllers that aren't specified, so you don't need to make one for each controller (unless you want to). You can safely remove the other keys and just use the dash one.
And how do I find the key exactly? It says to check the log, but I can't run the game due to the event's manager's entire "events" event being in red with an "Expected }" error.
Again, if you just want one set of gamepad bindings, you don't need to worry about the gamepad name.
I just tested importing the pack on a new game, and everything is working properly. Only things that come to mind is if you deleted other behaviors of that pack that were dependencies, or if you are using a Stencyl build
before 4.0.2, which mix up the custom blocks when importing resources and renders it pretty much unusable. What is the line of code you get in the error?