I knew I was going to have to do it eventually, and here we are. After learning quite a bit more about GM, I have begun refining how the controls are setup and handled in the engine. This will cut down the # of scripts ran, and make it much easier to make changes at a later date if needed.
I have also redesigned how Alucard’s scripts are ran and laid out, which will make fixing bugs, making changes, adding new things, and just editing it in general a MUCH less stressful task. I also have to do the same to Richter, but that will come after the controls are finished being redesigned.
Here is what is currently planned for the controls:
The current buttons are: attack1, jump, special, attack2, change sub weapon, block, extra1 & extra2 (these vary based on what character you are using), change weapon1 (changes weapon in hand1), and change weapon2 (does the same for hand2), map, and pause/menu.
Joystick movement is now checked via ypos and xpos values; this should enable support for using the analog stick for movement as well.
Keyboard and joystick controls can both be on at once now
Keyboard controls can now be configured in game, as can the shortcut and hotkey settings.
Duplicate key settings are now handled via a “swapping” method, instead of just giving an error sound when you try to exit and making you go back to change it.
The start screen options menu’s controls are the default ones used in the game. However, changing the controls within the game itself, will only apply that control scheme to THAT particular save file. If you load a saved game later, the control scheme is of course still saved. The default one in start screen options is only applied to new games.
The confirm and cancel buttons can now be set to something different besides jump (x by default) and attack2(circle by default)
There are now 10 hotkeys for hand weapons (5 for each hand) and 10 for sub weapons. So if you want to change either one quickly, instead of cycling thru with the change weapons 1 & 2 buttons, or the change sub button, you can. By that same token, if you don’t want to use hotkeys, and just want to use the controller, you can just use the aforementioned change buttons to do so. And of course, you can still just change weapons and subs via the menu too.
Holding Up + special still does a high jump, and block + attack1 still does your “charging forward” move (frenzy whip, wing smash, etc.). Block +special still does the ex version of your backstep/flip move.
There is no more dash since your character by default moves faster now. So double tapping forward and hitting an attack button will do that weapon’s “critical art” instead. If a weapon has two critical arts, just do a half circle and hit the attack button for the 2nd one.
Shortcut keys have been put in for any combinations that involve hitting block and another button for keyboard users. The reason is, some keyboards when used with GM will NOT recognize more than 3 simultaneous key presses, and some won’t recognize more than 2 with certain keys. This would obviously be an issue if you (to give one example) were in mid air steering, and then hit block and attack to do a wing smash. That alone involves 3 simultaneous key presses. The shortcut keys fix this issue, by combining the dual key press, into a single keystroke.
I could give many more details on how I programming wise I am changing things and improving them…. but I don’t want to bore you guys. Nor would most of you care about those little details. 😉