11-30-2011, 11:05 AM
(11-29-2011, 06:29 PM)Sploder Wrote: Sounds like configurable controls need to be your next feature, Previous.Nnnnope, it won't
Base structures for configurable controls are in since the very first minute of controls (as I just copied over the input system of my other game thingy). There just is no way to configure them yet - though it has been on the list just as long, I just didn't deem important enough at this point.
(11-29-2011, 05:57 PM)Accelgors Wrote: I am using Windows XP, and I think it's worthy rto note that my keyboard can't read up and left arrow keys at the same time (it makes those timed beeps, which is really weird, because I can make any other arrow key combination aside from this one.)That definitely sounds weird... But, well if it's an issue with the arrow keys, it'll be resolved with the user configs (as Sploder said). However, I don't think I can solve the actual issue of those keys not working, as that is most likely caused by the keyboard and/or its drivers (I know the beeping thing from years ago when I used to use Win ME).
(11-30-2011, 07:26 AM)Accelgors Wrote: I have tested this in another computer (a Windows 7 without timed beep problems) and it played quite well. I wasn't hopping anymore and the controls worked as planned.Well, everything exists within the grid - including the player. Just as in most oldschool RPGs (or Pokémon), the character moves from one field to the next. Once he started moving, he won't stop until he's aligned with the grid again. I thought that made sence, since on the other side, placed objects need to be aligned with the grid anyways (especially columns, as they support other blocks).
I only still have this gripe which is this small momentum the player was when walking. The movements need to be very precise, as every step is important to complete the puzzle. I found myself having to adjust my position way too much to place a single column due to the way the character walks a little, even after I stopped pressing the button.
as for the bridges/ropes, I didn't test them yet. But, if you want an example of how ladders should work, check Hyper Lode Runner (Game Boy).