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macsforme | ooohhhh, Blizzard... cool | 02:49 |
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macsforme | please remind them to #DeleteBrig | 02:50 |
JeffM[m] | Heh, I won’t be working on that game | 02:51 |
macsforme | aww | 02:51 |
macsforme | are you able to share what you'll be working on? or at least what kind of department? | 02:52 |
JeffM[m] | Internal stuff | 02:52 |
JeffM[m] | For all games | 02:53 |
macsforme | internal as in their engine? | 02:54 |
JeffM[m] | Yeah | 02:55 |
macsforme | awesome | 02:55 |
JeffM[m] | Internal tools | 02:56 |
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macsforme | blast007: I could go for a switch over to the game controller API... I suppose that would exclude actual joystick users (if there are any), but I can see people actually using controllers, especially if we end up supporting mobile | 05:52 |
macsforme | I'm not sure how far to go in 2.4, though... I might already be pushing it by trying to emulate button presses for the axes | 05:55 |
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blast007 | yeah, I suppose the game controller API is a rather large change that deserves the longer testing cycle of a major release | 12:42 |
blast007 | do we still want to keep non-SDL2 platform code for 2.4.24? | 12:43 |
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JeffM[m] | real joysticks seem relegated to driving and flight/space sims these days | 15:57 |
JeffM[m] | since BZ is a simplified FPS control wise, controllers make a lot of sense for it. | 15:58 |
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JeffM[m] | Put forward/Backward on left stick vertical, and turning on right stick horizontal, shoot on right trigger, and jump on A, and it'll be perfectly natural for more console players | 16:03 |
JeffM[m] | Dpad for menus | 16:03 |
JeffM[m] | well Y to bring up menu, dpad to navigate menu, A to accept B to cancel. | 16:04 |
JeffM[m] | then do like X or B, or LB/RB to drop a flag, dpad in game to select hunt target, that'd be pretty natural for people | 16:04 |
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blast007 | the game controller API is based around the Xbox controllers, and has a bunch of mappings for other gamepads | 16:13 |
blast007 | lets you easily have some sane defaults | 16:17 |
blast007 | SDL2's API is also (at least partially) implmeneted by GLFW | 16:17 |
blast007 | implemented* | 16:18 |
macsforme | can't do jump on A if the right stick is for turning... you won't be able to do spinning jumps | 16:34 |
macsforme | probably right trigger to fire, right bumper to identify/lock on, and put jumping and flag dropping on the left trigger/bumper one way or the other | 16:36 |
macsforme | or else put all the driving on one stick | 16:37 |
macsforme | this is what I did for the GCW Zero (which doesn't have bumpers): http://fairserve.net/~josh/bzflag/embedded/gcw0%20bindings.png | 16:39 |
macsforme | I'm good with getting rid of non-SDL platform code in 2.4... that's at least a straightforward process with a mostly predictable outcome | 16:45 |
JeffM[m] | Jump as A is going to be a big muscle memory for people but I see your point. You may want to have some different presets | 16:51 |
JeffM[m] | Spin jump is more of an advanced technique, jump on A may be better for beginners. | 16:51 |
macsforme | multiple presets is probably a good idea... same thing for mouse/keyboard bindings, for that matter | 16:59 |
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