How abouts we have ourselves an all new controller system?!

#3
I figured there was something if not many things, but it will be better to have something fully integrated with SOM. I doubt joy2key would have anyway of knowing if you're in a menu or message dialog for example. I think SOM's controller issues are deeper than they seem.

One of the first things I'm planning on working on this week (I think I'm going to take a break from the forums) is keyboard remapping and joystick support which will kick in with SOM (instead of running in the background or anything) ...then I'm going to try my hand at mapping out the menu system and replacing the interface on the controller setup screen, so players can configure their controller from there.

First I'm going to work on setting up the ini handling code. I'm just tired of having to reconfigure my controller whenever I want to play/try a level.

Another thing I'm going to add is a mandatory wait time for messages... before you can make a decision/cancel the message. Because it's really problematic when players don't expect messages/decisions to pop up. It's very easy I find to accidentally miss them/make a wrong decision because it popped up right as you were about to hit a button. I think this is more likely to happen to you if you use a configuration like I do that has you regularly pressing the menu buttons in normal play.

Anyway, after I get all of the input and screen drawing stuff in the bag, I hope you'll help me with what you can in the labor dept... especially finding memory where important data is stored. It should be easy once all the debugging tools are built in to the game, with new hotkeys and pages of memory being overlayed while you test stuff, it should be as easy as possible to see what is what, no dumps required. I don't mind doing the programming, but I will feel a little resentful if I can't getting any helpers to help pull some weight.
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Re: How abouts we have ourselves an all new controller system?! - by HolyDiver - 2009-10-19, 02:04 AM



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