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Hmm... I never thought about this. Is there a reason built-in controller recognition is a problem? I never considered it being an issue.

Built-in controller support is a nice thing, if you're using official Xbox (or, less commonly) PlayStation controllers. People like to give those controllers plug-and-play value. However, for controllers that are more generic than that, I don't like seeing an Xbox layout imposed on them, because I don't have the ability to create my own layout, no matter how generic the controller is. Some games include a keybinder, but they don't absolutely need that. Running a game alongside JoyToKey will work too.

I had planned on a keybind option for the exact reasons you presented, but just never got around to it. Sorry about that! If I ever do get to reworking this game, it'll definitely be an option.

PC games don't need keybinders. If you release a version where the controller recognition is disabled, the game won't interfere with JoyToKey, and that will make the game work smoothly with every controller that Windows itself can understand.

I'll take a look into it, but I think the way Clickteam Fusion handles controllers is they're either on or off, and by that I mean I include the controller support or I don't. I don't think the controller extensions for Clickteam allow me to turn off detection. Obviously keybinds are an option, so that would be fine for the future, but outside of that, I think if I disable controller detection, I disable controllers in general unless outside programs were used to enable them again in a roundabout way, unless I'm misunderstanding what you're saying.

If you release a version with controller extensions disabled or removed, I'd be happy to test it.