I'm currently working on doing some of the core aspects of all my games, in GM2. First up is gamepad support with adjustable buttons.
Since this is not an afterthought, but an actual attempt to do it as well as possible, I thought I'd ask you guys about some stuff before I start.
1. What are some common complaints you have about controller setup options in games? (can be visuals/aesthetics)
2. What do you see as essential features?
3. Are there any features that seem obvious to you, but are absent in everything?
So far my initial thoughts are
- There should be options inside and outside of the game.
- The screen should be traversable with keyboard, gamepad, or mouse.
- Adjust or disable rumble entirely
- Include visual representation of controller that clearly indicates if a controller is detected and what buttons are being pressed.
- Game must be able to detect controllers being plugged in at any time after the game has started.
- Don't skimp on presentation. Even an option menu should be satisfying. Might have some kind of character dedicated to options.
For now, I'll be doing a couple quick sketches deciding on layout fir the actual screen. Even though I'm doing it first, I assume it will be a tab of a larger options menu.
I've had some difficulties working for extended periods of time over the past few months, mainly due to a pinched nerve in my leg. I've since bought a new chair, as well as a standing desk, which will hopefully help, in more ways than one. I'll also be seeing a docter later this month in order to fix another problem I've had for years. Wouldn't that be neat.
Anyhow, boring health out of the way; First thing on my to do list is get the remaining Patreon stuff done, still. There's something I've had the chance to work on more than a few times, but procrastination got the better of me. Once the Patreon stuff is done I'll close the Patreon, since it sucks up time, and financially I'm fine.
After the Patreon stuff is done, I'll be finishing one of the smaller games. In addition to needing to release a damn game, I also need to get some GM2 stuff straight before trying to implement it in Noaika. This includes switching to tile based collisions, and external file handling. Being a CCC developer is fun and all, but I don't want another game that runs like a potato on a sports car.
That's it, more or less. Maybe I'll be more active with random posts once I'm releasing content more consistently, but until then it feels like I'd be wasting people's time.
What now? Eroico
I'm currently waiting on info from Nutaku about taxes, waiting on Mangagamer for marketing stuff, and waiting on DLsite to determine if the game is different enough to be listed as a new product. First word on it is that is isn't, but then this is, so I'm not totally sure what they're going on. The unlock code was included with the DLsite game, so people would be able to upgrade by using the trial.
Other than that, I put up the latest character poll for patreon. In the meantime I need to do one of the draw winners from forever ago, and after that's done, do the animation from the poll. After that's done I'll probably finish the animation player and close the Patreon.
For Noaika, I need to do it's whole soundtrack, sound design, and I also want to convert it to GM Studio 2 (They've made the process much easier). As I've said before, that's going to take a while so I want to release one of the side projects before doing that, so that I'm paying everything I need to be paying as I go.
GM Studio 2
Speaking of GM 2, I have it now, and I'm currently looking at all it's new features and deciding what I want to do with em. Main benefits so far are;
- Camera zoom and angle is easy and works well.
- Tilesets have autotiling and a brush system. (Speeds up tiling a lot)
- Rooms have layers, and you can have parent rooms.
- A ton of quality of life features.
- Decent audio mixer, making overall balancing much easier.
The only downside is that some of GM 2 is going to take some getting used to. Some of it works a lot differently, and some of it is kinda bad (The sprite editor is all over the place). In general, I'm going to have to adjust my workflow a bit.
Other than that, I'm trying to decide what sorts of things I want to learn how to do in GM. Even Eroico had performance problems, so I want to learn about more optimization methods, such as better collision detection. I also want to start using external file handling more, since Noaika in particular is NOT going to be able to run on a lot of computers without it.
3d elements in backgrounds are a bit of a gimick, but one I enjoy. It would be neat to get that working.
In general I want to come up with better methods for a lot of the stuff I've been doing. Syncing sound to Eroico's animations was time consuming, so it'd be nice to make an editor for that, since I'll be using the same method for future sound design.
All that said, I'm still not sure which side project I want to work on once the patreon stuff is done, since as much as anything it will be about learning some new stuff before I try to implement it in a bigger project like Noaika.