![]() It felt weird that X/B was always back except when setting controls, then B sets the action instead.įinally it also restricts us on how many buttons we can store for a single action due to UI space. Also because we have a cursor UI, this menu went against that. This was not intuitive to users and people who don't play many games complained that setting controls was too difficult - and even went as far to say they would not change controls just because of the difficulty. This is not easy with the tap setup because you would have to implement either holds (which we did) or a finished button (Start for example). For example, you might have dodge be all the triggers or you might have jump be a face button and a trigger. The main issue with this compared to other fighting games is that in a Smash style game, many people like having multiple buttons for the same function. Also since its a cursor UI, they can just hover to the ones they want without having to "skip" over ones they don't.Ĥ.) As I said, this was our previous setup. Therefore we have it so they will only need to change the ones that they want to. Preferably I would like to let players emulate their controllers as Xinput outside of the game so they can control their own sensitivities / deadzones etc without me having to script in those options.ģ.) It may take a bit longer but hopefully players will probably not be changing much from the default. (Haven't been able to get this to work yet but that would be my goal). That means DInput would either have button numbers (as that is all the information I get) or RoA will come with an external program to remap and wrap your controls to match an Xbox 360 controller's. Therefore the controls should map to an Xbox Controller and most players will be playing with either an Xbox 360 or Xbox One controller and should know where A, B, Y and X are.Ģ.) Non-standard controllers will either have their own menus or a way to emulate as XInput. There is a reason why Brawl and 4 are set up the way they are.ġ.) This setup is for XInput only. We actually designed / programmed tap controls first but ran into issues with the design. I don't think there's really any reason, in any game, to have selector box style control config. This is a nightmare to deal with in many fighting games scenes and really made running old SFIV tournaments a chore (don't know if they've fixed it in the new version.) Now, since you guys will have profiles and most players won't be using different joysticks with different layouts it isn't as big an issue here as it could be but, if only for the sanity of TO's, it's still worth addressing. Watch tournament matches of GGXX and SFIV back to back to see how big a difference it can make to set up time to have SFIV style control configs. there's a good chance I have made a mistake without noticing. To configure five buttons using the SFIV system might take upwards of twenty button presses as I scroll through each of the button menus looking for the proper selection for each one and when I am finally done. Now the player has to figure out what button on his controller is mapped to 'x' in order to set his controls properly bearing in mind his controller might have buttons labelled '1', '2', '3', and '4'ģ) it takes longer to administrate for players which can really matter in a tourney setting where most players may be setting their custom controls on 8, 9, or 10 different systems in a night and having to restart matches because of mismatches.Ĥ) To illustrate the previous point To configure five buttons using the Jamestown system of control config takes 5 button presses that are completely straightforward and intuitive. ![]() it's an extra level of abstraction for new players that serves no purpose).Ģ) Worse yet, your players could be using non-standard joysticks where the button names don't match up. There are a few different reasons why I think this is important, especially for a tourney game.ġ) A controller config screen that works by scrolling the controller options in a menu is confusing to people who don't know controllers well ( non-gamer players won't intuitively understand where the 'y' button is, for example.
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