[Ohrrpgce] Crufty arrowsets

James Paige Bob at hamsterrepublic.com
Fri Oct 26 05:18:27 PDT 2018


The prefer but sounds good.

The only games (I am aware of) that use ouya multiplayer gamepad support
are Don't Eat Soap and Vorpal Florist (the latter is sort of an Easter egg,
for controlling enemies with the second controller)

Both would be relatively trivial to update for the new gamepad scripting
support.

---
James

On Friday, October 26, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:

> On that note, I wanted to add a pref bit that would map joystick keys
> to up/down/left/right/enter/esc on the keyboard, and turn it on by
> default. Because the number of games which check for joystick keys
> instead of just keyboard keys is very close to zero, the number of
> games which actually care whether that keyboard and joystick buttons
> are distinct (for multiplayer?) is even closer to zero (I would guess:
> just your multiplayer OUYA game (which game is that?)), while the
> number of games which could be played with joystick by doing that
> automapping is large.
>
> As well as ArrowSet, I'd also really like to get rid of
> io_remap_android_gamepad entirely, and do the mapping in the engine
> instead. This could be some painful refactoring...
>
> On the other hand, supporting multiple players with multiple carray()
> arrays is extremely low priority and maybe something I'll never get
> around to.
>
> On 26/10/2018, James Paige <Bob at hamsterrepublic.com> wrote:
> > I think that all sounds good to me. I think the reason I mapped all
> android
> > joystick stuff through keyboard keys is because OUYA was gamepad-only
> and I
> > wanted existing games to work even if they scripted keyval checks to the
> > arrow keys.
> >
> > I agree that the multiple gamepad stuff should be deprecated. (I think I
> > might be the only person to ever use it?) As long as the stuff for the
> > first gamepad still works that is good enough
> >
> > I like your plan for the second argument to keyval
> >
> > On Thursday, October 25, 2018, Ralph Versteegen <teeemcee at gmail.com>
> wrote:
> >
> >> James, is there any reason that all these arrowset functions read
> >> keyboard keys, to which gamepad buttons have been mapped, instead of
> >> just reading a gamepad directly?
> >> I'l like the get rid of all of these functions, and instead handle
> >> controls in allmodex, with multiple carray() arrays, one per player.
> >> Since multiple gamepad support is only used for Ouya, which is dead, I
> >> guess I don't need to worry too much about not breaking anything, as
> >> long as at least the first arrowset continues to work.
> >>
> >> Also, my plan is to make the second argument to keyval/keyispressed
> >> specify the joystick number if used with a joy: constant, specify the
> >> player number if used with a "* key" virtual key code, and do nothing
> >> with key: constants.
> >> _______________________________________________
> >> Ohrrpgce mailing list
> >> ohrrpgce at lists.motherhamster.org
> >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >>
> >
> _______________________________________________
> Ohrrpgce mailing list
> ohrrpgce at lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.motherhamster.org/pipermail/ohrrpgce-motherhamster.org/attachments/20181026/d318311b/attachment.html>


More information about the Ohrrpgce mailing list