@beardalaxy
>I prefer arrow keys for games that don't use the mouse, probably because I'm older.
Didn't you critique my shmup for using the arrow keys? It doesn't use the mouse.
>I think a lot of younger people are just really used to wasd now
I remember 3D PC games made for kids would use the arrow keys because game developers assumed that children wouldn't understand WASD. I guess Minecraft proved them otherwise.
My games tend to have NES/GameBoy style controls. I program the controls like how most emulators for 8-bit consoles set them up: arrows keys for movement, Z & X for what would be B & A respectively, and Enter and Backspace for Start and Select. If I use WASD for movement, what am I supposed to use for A & B buttons, greater-than and question-mark?
@beardalaxy
>I don't think it's as much of a movement problem as it is a shooting problem, my trigger finger is my right index finger. Auto fire would probably help alleviate that a bit.
Well I moved on from C# and MonoGame so I currently have no plans to implement any of that in Zerox. I was mostly inspired by Xevious which didn't have autofire.
>When you're playing on a controller, your left hand is always controlling movement and your right hand controls most of the actual buttons. I'd say the vast majority of people start gaming on a console
Yeah, I've heard that's a reason why so many people still refuse to play PC games despite nearly every modern game having gamepad options. I grew up with both PC and console so I don't mind arrow keys. I'm also left-handed, so there's that.
>But yeah rebinding is a feature every game should have, unless it's purposefully trying to be obtuse like QWOP. every time another AAA game comes out without full rebinding I'm left to wonder why.
Easier said then done in my case. I have to deal with creating a config file format, understanding the integer values of all SFML inputs, and either deal with function pointers or the command pattern. I generally don't mind if a game doesn't have rebindings unless the default control scheme is really weird. I think most people can handle NES style keyboard controls, but apparently not. I probably will add rebindings eventually because I would like to have @sjw play my games.
@xianc78 hmmm now that I think about it I think I did xD which is funny because my game defaults to arrows for movement. Maybe it's just the type of game, then. I remember playing all my emulated games with arrow keys before I had a PC controller but I never really played any shmups, it was mostly platformers and RPGs. I don't think it's as much of a movement problem as it is a shooting problem, my trigger finger is my right index finger. Auto fire would probably help alleviate that a bit.
When you're playing on a controller, your left hand is always controlling movement and your right hand controls most of the actual buttons. I'd say the vast majority of people start gaming on a console, so having your hands do the same things on kbm at a very basic level feels more natural. I mean heck, I bind everything I can to my mouse buttons, even the dash sometimes depending on if the game is more movement focused.
a and b could be mapped to the left and right mouse clicks.
But yeah rebinding is a feature every game should have, unless it's purposefully trying to be obtuse like QWOP. every time another AAA game comes out without full rebinding I'm left to wonder why.
My game, and rpg maker in general, defaults to arrow keys for movement, space/enter for the "a button" and Esc/num0 for the "b button." I believe c and x are used for those as well but I can't remember which because I never use them. Left click and right click also are a and b button. B button brings up the menu and cancels out of menus, it is pretty intuitive.