Post number #1059004, ID: ce67f5
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i somehow have issues with coding things like Onkeypress and such, and even on mouse events...so i wonder how can a game be controlled equally similar but disregard all those.
Post number #1059064, ID: 91562f
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Idk but there's the reWASD app that turns the phone into a Bluetooth controller
Post number #1059201, ID: 955669
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>>1059064 huh... not that.
Post number #1059229, ID: 510a02
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50k gaming
Post number #1059444, ID: 34e371
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name controls by what they do, load a config file which maps e.g. moveup = arrow_up; fire = lmb_down; put a complete list of available keys in a big #comment in the config file. like a "proxy pattern" or "dictionary". if you want players to be able to fix up the controls maximally, even when they have hardware or preferences you didn't anticipate.
Post number #1059714, ID: cd7f99
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Depends on the engine and programming language you're working with, but generally there's probably a way to bunch up the inputs (like, idk, an array of [:left_mouse, :south_button, :enter]), and then make them all go to the same function.
Total number of posts: 6,
last modified on:
Fri Jan 1 00:00:00 1749605649
| i somehow have issues with coding things like Onkeypress and such, and even on mouse events...so i wonder how can a game be controlled equally similar but disregard all those.