DRL > Requests For Features

Gamepad support?

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Kornel Kisielewicz:
I was just telling that I'd do that, but currently I don't even have money for a PC -_-

Brewtal Legend:
anyone try using joy to key program? I can get all the buttons to work except for n,s,e,w. The diagonal directions work, but not the regular one.

http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm
http://www.brothersoft.com/joytokey-106303.html

Journey:
Have you tried changing doomRL's key bindings to keys that joy to key can emulate?

I haven't tried it, but maybe it'd work.

e.g. in doomrl map 'up' to the key 'a', then in joytokey map your gamepad's up to press the key 'a'.

Angle of Death:
It plays really clunky.

Brewtal Legend:
I saw this in a blog and it seems like an interesting way to handle movement on a gamepad


--- Quote ---Support for standard console-style controllers can add to the appeal and accessibility of a game. Initially I thought it wasn't possible to properly control a roguelike with a gamepad because it's hard to precisely move something in one of eight directions using just a d-pad (or analog stick.) You might press northeast, might press north, it depends on the construction of the particular USB gamepad you're using and how its d-pad switch rolls around. My solution is to use the d-pad to choose one of eight directions, but only cause a movement (or attack) when one of the face buttons is pressed. One benefit is that there is no "race condition" between the axes and the diagonals; instead you settle your thumb into place, and use the other thumb to press a face button to "confirm" some action in that direction. With visual feedback on the direction currently being pressed, it could work out to be a very reliable system of roguelike control.
--- End quote ---

Also a type of shift button to toggle button binds to fit all the needed functions into about 8 buttons. Of course some functions like save can still be bound to the keyboard.

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