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I don't use reWASD myself, so I couldn't tell you, sorry. I just found it while looking up controller configuration programs that work with the NSPC specifically.

Sorry to say I don't have any title artwork at that size, either. I'm sure we'll get one eventually, since we are planning on a Steam release, but that's still a long ways off

An official Steam release? That sounds excellent!

Can the worms be beaten? I tried a few custom button layouts and while I found one that is easy for me to use, I still can't kill the worms, I don't have enough health.

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If you do release the game on Steam, the controls should be handled by the Steam controller settings. I plan to have my game use it, if I can find the API to set it up.

Most games I play default to the gamepad inputs being assigned to gamepad inputs (much like the gamepad is currently set up for it as a non-Steam game). However, some games have custom input controller settings, which I appreciate as it I can customize the controls on one machine, and load them on another, without using cloud data (this is important, as my family has saves on one machine, my roomie has saves on the other, and if I turn on cloud saving, one will erase the other, because Steam saves game data per-machine, not per-account). One game that does this is Saints Row IV… however, when you go to the in-game control settings, it still shows you the three default layouts for each mode, but changing the layout in the in-game menu doesn't actually change the layout. Using the Steam controller settings, you can set any input on the gamepad to most actions in the game, including actions the fixed layouts wouldn't normally allow.

I would recommend that your game have two action tabs; Gameplay and Menu. If you want to do something extra, for the Switch layout, have the screenshot button default to the Steam legacy screenshot key.


Now, while your current does let me reassign buttons, my issue isn't the lack of button reassignment. It's Nintendo's button layout on the Pro Controller; A\B and X\Y are mirrored. With Gamecube→USB (back befoe the wii) and third-party USB controllers that mimicked the SNES controllers back before the XBox 360, A was button 1, B was button 2, etcetera. But… without Steam's "use Switch button layout" A=2, B=1, X=4, Y=3; Which means if I set B to jump without loading it through steam, it shows it as setting A to jump. And that gets disorientating, especially for button prompts.

I have no idea why it was set up this way… and I don't like it… but it's probably not going to change.


Amyway, if you have any tips for the worms besides "shoot rocks for health" and "shoot their heads to damage them", that would be appreciated. Stay awesome.

Yes, the worms can be beaten. Focus on avoiding their attacks by paying attention to the pebbles they spurt before their attacks, and getting in hits where you can do it safely, rather than tanking through hits - Crisis Point's combat is focused around mobility and dodging. As you already noted, destroy the rocks to get health when you need it, and make sure you purchased the Skill that pulls in health pickups and doubles the health gained from them, too.


As far as Steam goes, sorry, but no, I will not be using it as the default customization. Their controller tool has caused me far too many headaches already to put any trust in it as a developer, with how often I have to troubleshoot somebody's gamepad not working, only to find out it's because Steam is messing everything up. That doesn't mean you won't be able to use the tool of course, you still can, but I will be keeping all of my current controller customization options, as well as any future options I implement, and using those for the Steam release.

I can understand why the button prompts being different may be confusing, I use a DS4 myself and it took quite some time to be comfortable with the Xbox prompts that most games use, but Crisis Point very rarely uses button prompts - they're only really there for the initial tutorials - so until I find the time to implement an in-game method for configuring which button shows as which prompt, it wouldn't be too difficult to just ignore the prompts for now, since you're almost at the point where tutorial prompts pretty much stop appearing.

If you use the current in-game controller settings for the Steam release, then don't bother also making a separate Steam controller system method in the Steam version, it'll cause the same issue SRIV has, where the game says "Press [ZL] to sprint" but the Steam controller says [ZL] actually makes you reload or aim or something like that, and the player tries to use the in-game menu to see the controls, edits the controls, but nothing changes.

The best option is to have the actions set in Steam Controller, or in-game, not both. If you do both, Steam's settings will always override in-game settings.

It was just a suggestion, since I rather set buttons via Steam since:

• It's per account, not simply per machine.

• If someone unchecks "use Switch layout" my X\Y and A\B controls shouldn't get flipped, since the buttons are assigned to direct commands instead of A, B, X, and\or Y.


But again, if you prefer not to deal with the Steam input, probably for the best to  use the in-game menu.

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All that aside… I can purchase skills…!?