View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010112 | Valley 2 | Gameplay - General Complaint | Dec 21, 2012 11:35 pm | Jan 10, 2013 11:45 am | |
Reporter | Nypyren | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.706 | ||||
Fixed in Version | 0.713 | ||||
Summary | 0010112: Gamepad buttons are completely unorthodox and cannot be remapped comfortably | ||||
Description | Typically, Xbox-like gamepad controls for platformers are: Jump = (A) Confirm = (A) Cancel = (B) Interact = (Y) However, the button bindings in Valley 2 are grouped such that they cannot be remapped individually: Jump = (B) Action / Confirm = (A) Open Menu / Cancel = (R3) I would suggest separating each individual command instead of having them grouped, and allow people to bind a button to multiple items in the combination that they're most comfortable with. For example, I would use the following layout: Jump = (A) Interact = (Y) Confirm = (A) Cancel = (B) Attack 1 = (X) Attack 2 = (B) Open Menu = (Start) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0010142 | considering | Change UI screen layouts to reduce necessary keystrokes | |
related to | 0010057 | resolved | Chris_McElligottPark | No indication how to make it past the first conversation |
related to | 0010190 | resolved | Chris_McElligottPark | Can't map every action to every button |
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They are using the Castlevania Symphony of the Night 360 controls it seems, which are: Left hand (Attack/Shield/Use item): X Right hand (Attack/Shield/Use item): B Jump: A Special (dodge): Y Map: Left Trigger Mist form: Left Bumper (requires Soul of Mist) Wolf form: Right Trigger (requires Soul of Wolf) Bat form: Right Bumper (requires Soul of Bat) Status menu: Back button (Don't forget to set your sound to stereo here!) I put the Right Trigger to open doors, confirm things and that. The Bumpers for aiming upwards and aiming downwards, which the Left Trigger is the Ammo-consuming spell. It works quite well in my experience. I hope you can find one to please you or they separate them. :) |
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My "XInput" (XBox 360) control config is similar to the SOTN control scheme. I've attached it as inputbindings.dat. * Mapped direction input to the D-Pad. Optimially, there should be 2 analog inputs so that the left analog joystick and D-Pad can be mapped identically. The D-Pad is a bit fidgety when interpreting horizontal vs vertical input. I adjusted the sensitivity to require a larger threshold for left/right detection, but I'm not sure if it works for the D-Pad. Jump: A Walk: Left Bumper Look Ahead: Depress left analog stick. Interact: B Primary Ability: Right trigger Secondary Ability: X Special Ability: Y Ammo Ability: Right Bumper Menu: Start Strategic overview: Back SOTN has left and right hands, which AVWW2 doesn't differentiate, so there are a handful of departures. I grouped the ability buttons so that they're all in a "line" up the controller... which left "B" as the Odd-man-out for interaction. I'll try switching interact w/ special ability and see how it goes. I've been collecting a bunch of notes about the menu system. I figure they're interrelated, so a separate bug report should be filed w/ them. Breaking apart the menu nav from platformer controls would be a great first step, though. |
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Thanks! * The "Open Menu" and "Cancel" functions have been split out into separate keybindings so that there is more flexibility with how you map them on gamepads. So have the Confirm and Interact functions. |
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I am so happy about this change. :D |
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Glad to hear it! :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 21, 2012 11:35 pm | Nypyren | New Issue | |
Dec 21, 2012 11:36 pm | Nypyren | Description Updated | |
Dec 22, 2012 4:18 am | MouldyK | Note Added: 0029271 | |
Dec 26, 2012 8:47 pm | tigersfan | Internal Weight | => Feature Suggestion |
Dec 26, 2012 8:47 pm | tigersfan | Status | new => considering |
Dec 26, 2012 9:17 pm | zaaq | File Added: inputbindings.dat | |
Dec 26, 2012 9:34 pm | zaaq | Note Added: 0029313 | |
Dec 26, 2012 10:41 pm | zaaq | Relationship added | related to 0010142 |
Dec 26, 2012 11:30 pm | zaaq | Relationship added | related to 0010102 |
Dec 26, 2012 11:32 pm | zaaq | Relationship added | related to 0010057 |
Dec 26, 2012 11:33 pm | zaaq | Relationship deleted | related to 0010102 |
Dec 30, 2012 4:21 pm | zaaq | Relationship added | related to 0010190 |
Jan 10, 2013 11:02 am | Chris_McElligottPark | Note Added: 0029704 | |
Jan 10, 2013 11:02 am | Chris_McElligottPark | Status | considering => resolved |
Jan 10, 2013 11:02 am | Chris_McElligottPark | Fixed in Version | => 0.713 |
Jan 10, 2013 11:02 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 10, 2013 11:02 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 10, 2013 11:44 am | MouldyK | Note Added: 0029709 | |
Jan 10, 2013 11:45 am | Chris_McElligottPark | Note Added: 0029710 |