Key rebinding rules
1 month ago
England

Can I get a ruling on key rebinding specifically for controllers please?

Playing with a controller natively is possible, but it makes doing a "zip" literally impossible due to the fact that the game reacts differently when the player goes into a block depending on if the game thinks you are using a controller or the keyboard.

It also means that doing a 1 frame jump is practically impossible because only 1 button is bound to jump.

Therefore I want to know which buttons I can bind to jump, and specifically if I can bind the right stick's inputs to jump which would allow for quick inputs for 1 frame jumps as well as easier glide spamming.

Chicago, IL, USA

The base game has five jump buttons: Z, Space, Left Shift, Right Shift, & Ctrl. I personally see no issue with binding 2 or 3 buttons. Really, you could bind an arbitrarily high amount of buttons and see no significant gain compared to 2 buttons due to how inputs work; anything above 2 buttons will give basically no benefit since the game waits for a key release (even if its a different button) before allowing another input.

(Also, having looked at the code, I can 100% confirm that a zip with a controller is impossible. AA forgot to add a line of code into the controller script that is responsible for zips that is normally present in the keyboard script).

Denmark

I don't see any issue with using e.g. AntiMicro or similar to make bindings like Space => A, Left Shift => B, or whatever, since it's just 1:1 mappings between keyboard inputs and controller inputs. It'd be a different thing if the game only used e.g. Space for jump, and then Space was mapped to multiple controller buttons.

My immediate reaction to binding jump to a stick is that it's basically auto-fire, which I guess would not be ok by default, but I haven't really put much thought into it.

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