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(1 edit)

jah, joystick controls would definitely be worth doing some tutorials on to get it in. I dont know about diagonal for not having tried it but i assume your bitmask would just have to check for 2 bits at once instead of the one, i think vice works the same way even

so what part is "ai-assisted" ?

Yes, I'm likely going to add joystick support to the project I'm working on now! Personally, I prefer to play roguelikes with keyboard but I'm discovering I'm in the minority there!  (diagonals aren't really a problem - it's just that the joystick sometimes isn't as accurate).  

As for the AI assistance, I tried (and mostly succeeded) to do all the code myself and resist any vibe coding temptations.  So I used it mostly for discussing approaches to problems, debugging, etc.  But one topic in particular (breadth first search for pathfinding) I had to basically ask it to save me!  Honestly, it has really accelerated my knowledge of assembly and I'm finding I'm much more independent now!

thanks for the disclosure :) , i think joystick movement being inaccurate depends greatly on the player , more on the player than the code , just like when you do combos in fighting games a quick diagonal often gets pushed a bit too far or not far enough, if you got the space left you can add it as an option i suppose. You can have the two key combos you have now, + wasd + cursor keys + joystick in the same game or compile separate carts then everyone gets their way heheh but you should do what you feel first imho, not "what they want", thats where the better games come from (like caves of Qud here - i dont think they even have diagonal its been a while)

nice piece of work !!!