Hey @PBarwick . Sorry, I missed these posts earlier.
Yes, I think you're right about the preceding-tick thing. I can't remember for sure, but I'm pretty sure the reason I did it this way was because it was less complicated in the long-run. Certain parts of VACCiNE do need to be at the bottom to work correctly, such as most of the the debugger stuff (so that it can accurately read the states of various values/strings/animations, once they have finished being twisted and turned by your game's events). So I had to either put everything at the end, or split up VACCiNE into two parts. The latter option seemed clunky and with greater potential for mess ups, so I opted to put everything at the end. I figured that input lag of 1/60th of a frame (or 1/120th in Spryke's case, as its engine runs at 120fps) wouldn't really be noticeable anyway - though I never actually tested this.
I think you're very right to point this out. I've since included "input only" versions of VACCiNE that don't contain most of the debugger stuff, so it doesn't really make sense to keep everything at the end in those cases. I think I'll have to look into this. I'll try and make a quick 1-tick-delay and 0-tick-delay version and get some testers together to compare between them to see if there's any discernible input lag in the 1-tick-delay version. If so, then I'll try and modify VACCiNE to remove the 1-tick lag.
I probably won't have time to look into this for many months though, so I can't promise anything. But if anyone is particularly interested in this, it's certainly something you can do yourself, so have a go at shifting the appropriate code yourself. It may literally be as simple as dragging the VACCiNE - INPUT group to the front of your code. Though I'd need to look into it closer to be 100% sure that there isn't some other event or component that needs to be tweaked also.
Yes, the right stick has a stronger deadzone. I personally found that this was beneficial. The right stick is easy to knock by accident when hitting buttons with your right hand. And because it typically spends a lot of time without the player's finger on it, it's more likely to wobble around when the gamepad is moved vigorously. So I gave it a deadzone of about 300, whereas the left stick has a deadzone of 150. You can easily change this though, by modifying the number highlighted below: