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May 19, 2013, 03:00:19 AM
TIGSource ForumsDeveloperCreativeDesignBinding of Isaac Controls
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Author Topic: Binding of Isaac Controls  (Read 4229 times)
Zack Bell
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« on: October 23, 2011, 06:38:42 PM »

Do you guys like them?

More importantly, do you think they would work well in a metroidvania or platformer? That is my current plan, but I was curious about others' opinions.  Coffee

EDIT:

For those who don't know.

W,A,S,D to move (W to jump)

And arrow keys to aim weapon.

EDIT 2:

Nobody has replied so I added it anyway.

 Tongue
« Last Edit: October 23, 2011, 07:53:02 PM by Zack Bell » Logged
Zetsaika
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« Reply #1 on: October 23, 2011, 08:39:25 PM »

It's no good when a game try to make WASD and ARROWS feel like 2 analogs.
They will never be fluid enough to be a good option, that if you want something smooth and with some degree of precision.
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Zack Bell
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« Reply #2 on: October 23, 2011, 08:45:22 PM »

Ok, I can see that. I know that I've been playing with it for maybe twenty minutes and I'm fairly comfortable.

I failed to mention that there is no need for a "shoot button". While you hold right, you shoot right.

I feel like Isaac was a fairly difficult game and the controls never screwed up anything that I tried to do.
« Last Edit: October 23, 2011, 09:39:49 PM by Zack Bell » Logged
alastair
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« Reply #3 on: October 23, 2011, 09:35:09 PM »

I prefer movement on arrow keys and action keys on the left side, if I'm not using a controller.

Also, there wasn't much point in quoting Zetsaika since he was the only other person posting in the topic. :D
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Zack Bell
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« Reply #4 on: October 23, 2011, 09:40:27 PM »

Unquoted! Haha  Tongue

And I suppose it would be easy enough to let them choose which set of keys aims and which moves the dude.
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forwardresent
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« Reply #5 on: October 23, 2011, 09:54:48 PM »

I liked the controls, more than using a mouse to aim and shoot. It's a little difficult to get any precision but it works.
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dustin
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« Reply #6 on: October 23, 2011, 10:22:12 PM »

I like the controls a lot.  In fact I like this type of controls better then with two analog sticks but that's probably just because I played a bunch of robotron and smash tv.  Although I would prefer if it had 8 way shooting instead of 4 way.  Just shoot diagonal if your pressing two directions at once.
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C.A. Sinner
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« Reply #7 on: October 24, 2011, 05:02:33 AM »

I did something exactly like that in an arena shooter I made 2 years ago. Though the controls were WSAD for movement and IKJL for firing to get some symmetry in there. I personally think it works OK but remember several people reacting negatively to the default control scheme.

Also: Make the buttons freely configurable. There's no reason not to do this in a PC game that uses the keyboard unless the game is like QWOP or GIRP or sth.
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baconman
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« Reply #8 on: October 24, 2011, 09:31:13 AM »

I do like the controls a lot, but I'm not sure how well they'd work in a platformer. First of all, what exactly would you be shooting downwards for, except maybe in mid-air? Secondly, while in a top-down 3/4 view like Issac, you can work around the environment to get shots in, but in a platformer, diagonals are often pretty crucial; and keyboard stroke limits on some models don't make that very effective - if you're pressing two keys to shoot diagonal, and then two MORE to jump to the side, your software's gonna trip up *somewhere.*

I do still prefer it to mouse aiming, though. Now, if you do a setup for aiming keys, or at least aim-rotation keys on Q and E that allow you to aim and move independently (ala Ikari Warriors), you can make some good tactical gameplay while still keeping a couple of shoot/item buttons.
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Zack Bell
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« Reply #9 on: October 24, 2011, 09:55:45 AM »

Shooting down will only be relevant in mid-air.

And honestly, I liked that you couldn't shoot diagonally in Isaac. I think I 'll like that in platformer context as well. It reminds me of Megaman and old-school games like that. You focus more on platforming and moving the player to a position that lets him shoot his enemies, rather than a stationary player who can aim freely.
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Schoq
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« Reply #10 on: October 24, 2011, 11:52:04 AM »

I do like the controls a lot, but I'm not sure how well they'd work in a platformer. First of all, what exactly would you be shooting downwards for, except maybe in mid-air?
To shoot enemies on platforms below you, obviously. Never played Contra?
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Zack Bell
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« Reply #11 on: October 24, 2011, 11:55:05 AM »

That's actually a good point. We have lots of jump-through platforms that will also be able to be shot through.

Shoot-through platforms, they're the new jump-through.
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baconman
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« Reply #12 on: October 24, 2011, 12:23:57 PM »

Well, you could do that. Or if you were going for MegaMan context, you could Hero:Core it with a simple shoot-left and a shoot-right button.
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« Reply #13 on: October 24, 2011, 12:43:39 PM »

I like the control scheme in general. It took me a bit to get used to the momentum based shooting in Isaac, but after you get used to it and notice the different situations it's useful for, it's a lot of fun.

As for sidescrollers: I automatically thought of games like Contra and Gunstar Heroes, but really, the control scheme can work in any game as long as there's a reason for independent movement and aim.
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Zack Bell
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« Reply #14 on: October 24, 2011, 01:11:45 PM »

Well in a month or less there will be a devLog and you guys can try it either way  Tongue
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