Chaos-Fusion Posted June 10, 2012 Report Share Posted June 10, 2012 For my game at the moment, the only buttons that are being used are the arrows and 'A' 'S' 'D' keys. Left & Right to move, A to jump, down to roll, etc. The issue I have is that theres too many abilities. I added a Style system(Up arrow changes the style) to split speed techniques and fighting techniques apart so I could avoid adding too many button combinations. At the moment, my current control setup is getting crowded with combinations and I need more button for the abilities: Whats an ideal button setup that people would find easy and comfortable that uses more than the standard 3 button layout? eg: A,S,D,F A,S,D,Z,X,C A,S,D,W,X Link to comment Share on other sites More sharing options...
Asuma Posted June 10, 2012 Report Share Posted June 10, 2012 Arrow Keys to Move. Z ,X, C would be standard controls .(jumping, etc) Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted June 10, 2012 Author Report Share Posted June 10, 2012 Changed the main post as I wasn't specific enough. Link to comment Share on other sites More sharing options...
Core Posted June 10, 2012 Report Share Posted June 10, 2012 What kind of game are you making? I think you should try not to use more than 3 buttons. If you really need more buttons than A,S,D I think I would prefer A,S,D,Q,W,E. Or if you need only one extra button, A,S,D,Shift. (But it would be nice to give the player the option to reconfigure the keys, since I'm actually using an AZERTY keyboard.) Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted June 10, 2012 Author Report Share Posted June 10, 2012 My game is a Sonic game with RPG & beat em up elements so the 3 buttons that I'm using are already crowded with abilities that you gain. Those 2 examples you gave seem decent so I'll try them out. As for reconfiguring keys, I'll add that option once I have everything set out Link to comment Share on other sites More sharing options...
TailsSena Posted June 10, 2012 Report Share Posted June 10, 2012 If all else fails, you could use the style switch method a bit more aggressively. Or you could have abilities mapped to items to equip Cave Story style. Link to comment Share on other sites More sharing options...
Ayling Posted June 11, 2012 Report Share Posted June 11, 2012 You could always try a 2-layer setup, a-la the SNES. maybe use A S Z X or something? Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted June 11, 2012 Author Report Share Posted June 11, 2012 @TailsSena: That could help save some space. I haven't played Cave story so I'm guessing how its system works. @Ayling: I'll try that layout out as well. That forth button would be a huge help. Alright, ASDQWE seems to be best layout at the moment with the cave story item abilities. Thanks for the feedback guys Link to comment Share on other sites More sharing options...
TailsSena Posted June 11, 2012 Report Share Posted June 11, 2012 Cave Story's default controls are as follows. Arrows: Move (Down to inspect) Z: Jump X: Fire A: Change weapon left S: Change weapon right Q: Pause Menu (You can equip and read up on things from here) W: Map (Once you get it, IF you get it.) Link to comment Share on other sites More sharing options...
luksamuk Posted June 11, 2012 Report Share Posted June 11, 2012 I highly recommend you to stay in the main patter of Arrows and WASD, and Left Shift, Left Ctrl, Left Alt and SpaceBar for special buttons, plus Enter and Right Shift for the rest. They correspond to the amount of buttons of a common PS3/X360 gamepad. Anything more than that shouldn't be necessary. And - why not? - Gamepad support and key changing support would be freaking great if your game really needs more than Arrows, WASD and Enter. Link to comment Share on other sites More sharing options...
TailsSena Posted June 11, 2012 Report Share Posted June 11, 2012 I highly recommend you to stay in the main patter of Arrows and WASD, and Left Shift, Left Ctrl, Left Alt and SpaceBar for special buttons, plus Enter and Right Shift for the rest. They correspond to the amount of buttons of a common PS3/X360 gamepad. Anything more than that shouldn't be necessary.And - why not? - Gamepad support and key changing support would be freaking great if your game really needs more than Arrows, WASD and Enter. On paper that sounds great, but in reality... The keys you mentioned are WAY too far apart to be used in a smooth and flowing manner, especially if it's a Sonic game, considering just how fast they tend to be. Link to comment Share on other sites More sharing options...
luksamuk Posted June 11, 2012 Report Share Posted June 11, 2012 Well, actually, they're not: - Right hand on arrow keys - Left hand: - Toe on Spacebar and Alt - forefinger on D - middle finger on W and S - annulary on A - little finger on LShift and LCtrl Link to comment Share on other sites More sharing options...
TailsSena Posted June 11, 2012 Report Share Posted June 11, 2012 Oof. I'd just be a bit confused for the first 10 minutes, before I get used to using all 5 fingers. Link to comment Share on other sites More sharing options...
Chaos-Fusion Posted June 12, 2012 Author Report Share Posted June 12, 2012 Not only easy but I have to make sure its comfortable to play. Originally, I had space bar as light dash and it didn't really help players. Anyway, LH's suggestion seems better than the scheme I chose above so and people are talking about configuring controls so thats a new priority. Link to comment Share on other sites More sharing options...
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