Sunday, July 16, 2017

Controller setup.

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.

63 comments:

  1. I think your initial thoughts list covers most of the things needed. If anything, I would add re-mappable buttons through the game options. Like it asks for a button to be pressed or a specific action and then remaps it once one has been pushed.
    Also I think a menu character would be pretty cute addition. Wouldn't have to be anything too extravagant if you wanted but I think it be endearing.

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  2. I realize it's likely outside your control in GameMaker, but I'd just like to make sure that Gamecube controllers (Mayflash Gamecube Controller Adapter) are supported. It seems that some games, such as Gang Beasts, only support X-Box controllers and completely ignore these other fairly common controller types.

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    1. It depends how they're detected. If they are direct input then they will be detected automatically, since GM can do directinput and xinput.

      If it's anything driver related, though, then there's nothing I can do. All I have is a nintendo adapter so I couldn't test mayflash specifically.

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  3. Proper D-Pad support, that's the common dinput problem. Huge amount of GameMaker and every goddamn RPGMaker games are using the left thumbstick and just can't detect the D-Pad at all, even if you're able to remap the controls.

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    1. Seconded, though I should point out the player should have the option to use either the d-pad or thumbstick. Some players prefer one or the other, and you can satisfy everyone by supporting both.

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    2. Tripoteur VentripotentJuly 16, 2017 at 8:51 PM

      It's true that the D-pad seems to work differently than the controller's other buttons.

      In many, many games, I can't bind directions to the D-pad. I have to tell the game to use letter keys for directions and then bind those letter keys to my D-pad using JoyToKey.

      I have no idea why it works that way, but it does.

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    3. D-pads are usually sent as hat-switch codes instead of axis or button codes. Some gamepads let you switch how they work (2 axes / hatswitch) but not all of them.
      So it's probably a matter of even taking these into account at all.

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    4. Well, at least in my in-development games, I make it so you can use the d-pad or the joystick. In GM, the Dpad is represented as essentially a stick being held in one of 9 directions.

      However making it mappable would be different, since the way I have it now they are simply interchangeable at any time.

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  4. 1 hand mode on keybord is possible ? >:3c

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  5. If you're going to have a character for menus, my vote is for Pause Girl or Kuro if you see her as your 'mascot.'

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  6. I don't remember if your other games had this or if your new game will, but make it so if you have multiple actions mapped to one button you can split them up.

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  7. To me, the only thing I care about in a control scheme is that everything be comfortable and natural-feeling.

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  8. 2. What do you see as essential features?
    3. Are there any features that seem obvious to you, but are absent in everything?

    Sound options (lots of games like to hit you with max volume intros), graphic quality options, consideration for colorblind folks.

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    1. ThatWeirdGuyWithaWeirdHatJuly 18, 2017 at 10:52 PM

      Seconded

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  9. A lot of games offer fully customizable controls, but if you're a first-time player, you may not know what's important to map to which button - even something as seemingly obvious as jumping might vary wildly on the control hierarchy depending on how important it actually is, how high/far you can jump, etc. So going in blind, you may do more harm than good by just re-mapping every key/button.

    The alternate is specific control schemes. You know, like in layout B, your jump and shoot buttons are reversed from layout A, and layout C moves the shooty stuff entirely to the shoulder buttons... that sort of thing. This works great, in theory, because the game maker should have the best idea of what actions are most important, but even the best layout won't work for every person.

    All of that's pretty obvious stuff, but what I can't remember seeing is the option to modify a default layout. Like, controller scheme B would be perfect if only you could flip around the shoulder buttons. So... schemes plus customization. Hope that made sense!

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  10. Being able to adjust the deadzones on control sticks, you see this in some emulators like dolphin and it caters to anyone with a kind of broken control stick (But not broken enough to want to replace) Though this might be more of an advanced option

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  11. A quality of life thing I always enjoy with controller options is an auto-map or mapping wizard, which automatically runs through every command and asks for a button to assign it to. I usually only go into the controller options to do a complete remap, so minimizing the time I spend in that menu is a big plus.

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  12. 1. What are some common complaints you have about controller setup options in games?

    When attack (jump) is also decide (cancel). I want to set it individually.
    When one action can only be assigned to one button. I want to assign it to multiple buttons.

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    1. Didn't think of this. My default is generally to just make it so all the buttons are forward in intro menus, but it would be possible to have in-game stuff customizable.

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  13. ThatWeirdGuyWithaWeirdHatJuly 18, 2017 at 10:50 PM

    A glaring problem I had with control scheme is the fact that I couldn't set it up the way I wanted to. I like my attack button being set to the X button on my controller but with how most games are made it's usually always A or Y. And I especially hate having my start/pause/menu button set to my R3 or B button.

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    1. with directinput controllers it's actually not possible to know which buttons the controls end up on. Which is another reason why you need customization keys.

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  14. The ability to change the fps to 30 if the game normally runs at 60, I'm running a higher end pc now but not forgotten are the days of having low spec pc only able to run even small games at max around 25, and if a game runs at 60 it would be too slow to be bearable.

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    1. To do that you need to implement "delta time", which is a totally different way of programming certain things. Or at least, it still seems alien to me.

      For now, I'm focusing more on making things optimized, since there's no reason any PC shouldn't be able to run such graphically unintensive games. However, once I've done that I'll probably start to implement delta time in future games, since it has mechanical uses as well, such as slow motion. It's also a bit more essential in 3d games.

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  15. Mapping multiple buttons to the same function is really handy and can make some stuff much more comfortable

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  16. Greetings. ^^

    As already stated, your initial thoughts cover most of things. I also like the idea of the menu character. It sounded really nice and somewhat unique. ^^ Being able to configure dead zones for analog sticks is also rather important, as well as being able to use the bumper buttons, if you chose so. It would also be nice to be able to map stuff on special buttons like the X-Box-, Steam- or Logitech-Buttons you see on controllers nowadays. Most games just ignore them and I don’t know why. It might be a possibility that there is a reason for that, but if not, I’d like to see these buttons usable. ^^

    Also a nice to have would be some kind of small ‘test area’ accessible at any time in the menu without screwing up your progress to ‘test out your button layout’. This is a very optional thing, but I kinda’ like the idea of being able to test out your layout before starting or continuing your game where you left of.

    I guess that covers my thoughts about it. Most other things I’d add where addressed above. Anyway, I’m glad to see you in deep thought about such vital things most devs actually don’t really look into too much. ^^ Keep up the good work.

    Best regards.

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    1. As far as I know, hardware buttons and home buttons aren't mappable.

      As for a test screen, I'll have to think about it. Maybe I'm just a little too worried about where the player first gets to control the character.

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  17. Bro. Kyrieru. When dev's like team Zeta succeed you. You gotta tell yourself,"Houston, we have a problem."

    You have so much talent that so many people dream of. And it's at your fingertips and the edge of your brain like its nothing to you. Step back. Don't outdo yourself striving. Remember that your fans made you pursue. Be more responsive.

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    1. Lol Zeta.

      I've said it before, but I post when there's something to post. There is no lack communication with those who ask, or contact me. If I feel I have a relevant topic to talk about, I do, but otherwise it would be wasting time I could be spending working.

      I'd prefer that people forget I exist and have the games come out sooner. Unless I'm going around being a dick to players, people will judge the games on their own merits.

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  18. Mamono Assault ForceJuly 21, 2017 at 12:50 PM

    When using a controller: Allow the user to set a "Dead-Zone" for the controller's axis (aka, the thumbstick on the xbox controller), such that until the axis input exceeds the dead zone, no action will be performed.

    This is something Joytokey allows its user to do, and it's so handy for when an old controller has a leaning stick or broken trigger because this setting renders both usable again.

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  19. I really enjoy when a game allows mee to switch between keyboard and controller without having to adjust anything in a menu or close/reopen the game, even adjusting any on-screen button prompts appropriately when you switch.

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  20. Separated sound/music options, that can each be toggled as a percent instead of on/off. Think Kooooonsoft Witch Girl's options menu specifically regarding sound/music.

    Also maybe a quick zoom toggle?

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  21. One example of some nice controller setup is in smash bros for wii U. It's nothing groundbreaking, but it is very quick and easy to use. It makes sense immediately. It stores the configurations for each controller type separately so it still remembers settings even if you swap between different types of controller. I'm sure there are videos of it online, it's probably worth a check.

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  22. The best controller setup I've seen was in Jamestown.

    At the start of the game you just hold a button for a given action and it worked flawlessly.

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  23. Sorry for being off-topic, but what happened to that Kurovadis CG remake? I noticed it's not on your last project list.

    Also, anything new and exciting in the hgame world?

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    1. I may not bother with the CGs, dunno yet. Maybe after I release a couple games.

      And no, nothing new and exciting yet....

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  24. Hey Ky, have you considered releasing your games on Steam? They now carry many censored porn games, and it looks like they're allowing some uncensored as well. Some of them sell pretty well too. I think the fact that they're on Steam makes them look more legitimate to some people.

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    1. I'm considering it more these days. However, while I know what changes I could make to a monster girl game to have it sell on steam (and an uncensored patch available), it's a bit tougher to do that in a game where it's a female protagonist and monsters.

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    2. I suppose it's not as simple as switching the grapple triggers to off?

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    3. Tripoteur VentripotentJuly 28, 2017 at 3:40 PM

      Indeed. Even with grapples off, the sexual content would still be part of the data, which legally makes a huge difference. Though I suppose it wouldn't be too hard to delete the sexual content from the code...

      Additionally, people would inevitably mention that the game available in the Steam store is actually an "adult" game with the sex removed. That alone wouldn't be a problem at all, but some idiot media outlet could make a sensationalized story where "indie game developers are trying to insert their rape games into the mainstream platforms where your children hang out!" or whatever nonsense they'd come up with.

      Not to mention that sexual assault is not always viewed the same way depending on culture. Horrible monsters raping a girl is not viewed on the same level as hot "monster" girls giving titjobs and blowjobs to some male adventurer.

      At this time, Eroico would be the only game "cute" enough to be released on Steam, GOG and the like.

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    4. There have already been several games released on Steam involving explicit sex, it's just been removed. You can download unrated patches that restore that explicit content and those patches are usually linked by the developers themselves in the discussion pages. I don't think the media will do anything to Ky if they haven't gone after much bigger targets that are already there.

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    5. Short answer is;

      -Yes, I could do adult games on steam.
      -None of my previous games would be put on steam
      -Would be made with a de-censor patch.
      -Monster girls X male protagonist would be the easiest, and could have the most ecchi content left in the game, short of sex.
      -A female protagonist is possible, but the tone would have to be super light, and the protagonist would have to be a nympho maniac/sexually aggressive, and have monsters, rather than human males (if there is gonna be rape).

      Bottom line, censored, light tone, no visible sex. Ecchi touchy feely animations might be possible, within limits. If I ever plan on going on steam, I will make the game with it in mind specifically, unless it's monster girls in which case anything is possible so long as the game is good.

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  25. They've got at least 1 game with uncensored sex, it's called House Party. It also lets you whip your dick out and jerk off at any time.

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  26. For gamepad, sometimes when my xbox controller is plugged into my computer it will register as player 2 for some reason. Like its plugged in, I turn on the computer, and it lights up as player 2. Then I go to play a game and things like pause work but none of the other controls work and I get frustrated with the game, thinking its broken, then I realize my controller is player 2 and I have to unplug then plug it back in until its player 3, player 4, then player 1 again. Dunno if you can check if there is only 1 controller and assign it a player id, or just display a warning that the only controller is not assigned to player 1, but its something that happens occasionally and causes frustration for a bit until I realize.

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    1. Shouldn't have any issues with that, however just to be safe, I suppose I should include an option to change which controller is being used, in case it detects that a controller exists because of virtual devices and such. Something like "press a button on the controller you would like to use" etc on the options screen.

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  27. Sooo what's going on? Feels like we're being kept in the dark far too often. I get that IRL shit happens all the time, but damn dude, this is ridiculous. I mean, look at Zell, for example. While his art is very good, but not as finely detailed, he's pumping out constant updates to his site and updating his game quite frequently... And it's free.

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    1. There's no status updates per se, but Ky's been posting tweets nearly daily recently. It's all small stuff on there. I figure he'll make a blog post when he has something substantial to share.

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    2. I'm waiting until I have something playable or something visually complete for the small game I'm working on. Then I'll probably make a post about what I'm doing in GM2 and why, etc.

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    3. Small game? Is that that parody / monstergirl game?

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    4. Aaaah nevermind... See you after this small game and your big game.

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    5. The small game isn't monster girl themed.

      Dont know what you mean by parody.

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  28. Will the small game previewed on twitter have H? :3c

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  29. how's the patreon stuff coming along

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    1. I'm not working on Patreon stuff at all. Won't be until a game is released.

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  30. Just curious what program do you use to draw the pictures on your twitter? I have a wacom tablet and all but I can't find a program that feels very comfortable with it

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    1. I primarily use Clip studio.

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    2. Expensive... ��

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    3. Funnily enough, it just went on sale.
      http://www.clipstudio.net/en/purchase
      $25 USD

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    4. It's not that expensive considering photoshop is 30 or 20 per month depending on the plan. At least with Clip you own it afterwards.

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  31. What's with the dearth of sprite sex h-games lately? I need my fix.

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    1. Seems like everybody is working on one and nobody is releasing them.
      I wish someone else would release something good before I finish what I'm working on. Not much to inspire me lately in the way of H games.

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    2. I hear it's all about that 3D model being compressed into a flat image these days.

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