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X
Y A
B
So I have a couple ideas of how to arrange the controls.
1) have Y being shoot, and X being kick
2) have Y kick nearby enemies but shoot enemies that are farther away
3) have a "weapon change" option
Moderator: Moderators
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X
Y A
B
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Press button for
each action
> Jump
Kick
Fire
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Press button for
each action
Jump - B
> Kick
Fire
Just stick with my idea.psycopathicteen wrote:I just thought of a sneaky trick that might work. If you push Y for less than 1/4 of a second, it will kick on release of button, otherwise it will shoot. But it would always kick immediately when an enemy is in close range. Though it might look weird shooting a couple bullets before going into the kicking animation.
Yes.psycopathicteen wrote:BTW, did anybody notice the joke I made in the OP about the way Super Nintendo controllers are laid out, where the letters are the opposite of what you would expect.
wat.psycopathicteen wrote:Y is the horizontal axis and X is the vertical axis
oh.psycopathicteen wrote:BTW, did anybody notice the joke I made in the OP
You still need a configuration by default, and in the case of a battery-less cartridge that is intended to either be played in one sitting, the customisation won't be remembered after a power-cycle, meaning that the players playing with a non-standard configuration will have to manually re-configure their control every single time they want to play, which is an annoyance. Passwords could remember the configuration but it could significantly increase the password's complexity.TmEE wrote:Things like that need to be customizable.
Both of those control shemes sounds terrible to me.Players of Smash Bros. on a Nintendo 64 or GameCube controller would be used to this binding:
A, X, Up: jump
B: kick
Y: shoot
Players of Smash Bros. on a Wii Classic Controller would be used to this binding:
Y, X, Up: jump
A: kick
B: shoot
I think you should think more deeply about why options exist. There are ways to seriously argue that dash shouldn't be on a shoulder button in the X games. But the option removes the argument.There is no way I can play Super Metroid or any of the Mega Man X games without changing the controls first. I'm thankful that those games allow it, but you know what would have been better? A logical arrangement of the buttons in the first place. ... I doubt anyone can seriously argue that the dash shouldn't always be on a shoulder button in the X games.
This happens in the average fighting game tournament, every new bracket match. Smart games in the genre do push to set. Push your buttons in a fixed order and you're done. (And have verified all the buttons work in your input device by doing so.)players playing with a non-standard configuration will have to manually re-configure their control every single time they want to play,
Let's just be clear here - I would never advocate against adding layers to your game in the service of accessability to disabled players, etc.Kasumi wrote: I think you should think more deeply about why options exist. There are ways to seriously argue that dash shouldn't be on a shoulder button in the X games.
I'm not raging, I'm being completely objective. Also, I'm not against customization (read above). I'm against using customization as a solution to your game design issues.Bregalad wrote: @Sumez: I don't understand your rage against customization. Sure, it's not the solution for everything (see my comment above), however I don't see how having something customizable hurts the game in any way, as long as the default configuration is ok. At worst it's unnecessary/increase programming complexity, but I fail to see how it would hurt the game.