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(3 edits)

But Esc is used as cancel in the standard RPG Maker setup too, it is both a Menu and Cancel key in a standard setup, all I did was add the use of WASD and SpaceBar because some people said they wanted those instead.

I haven't seen that many setups that used Z and X, personally, though I have tried them in an earlier version of my game and I got a lot of complaints from people claiming they had to punch every key on the keyboard until they found the "Enter" command.

The full default RPG maker controls are:
Move - Arrows
Action - z, enter, space
Cancel/Menu - x, num0, escape
Run - Shift
A,S,D,Q,W have functions assigned that are rarely used and C,V,B are unassigned but available in the rebinding menu.

In ARPGs made using RPG maker you typically see A used as the attack key by default so that it sits in the z,x,c  a,s,d area for ease of use while block and special if featured will be between s, d or c.

Games of all types using arrow keys usually use 2 banks from q,w,e a,s,d z,x,c for the left hand or a line of 4-5 keys.
Its the same principle as modern strategy games often using a double bank of keys like qwer+asdf as hotkeys(on a qwerty layout) as opposed to the 90s system of using the first letter. Having the keys under 1 hand provides ease of use.

Since your setup overrides the player-end key rebinding menu (F1) I don't know whether having extra key options causes issues in your setup but if there isn't an issue adding back the key alternatives that were removed would make the game more approachable or as an alternative if you wanted to build on the WASD movement adding something like E as action and Q as cancel/menu would place the keys in a more comfortable location.
Adding back numpad0 as a cancel/menu button as a minimum would at least mean you have the full right hand key access in the sphere around the arrow keys.

Well there is no technical reason why I can't add those in again. So I guess I'll add them in again with the next update.

The game looks beautiful by the way, its nice to see unique visuals in an rpg maker game as opposed to the standard tiles.

I did find 1 bug. If you are attacked during the loading screen while entering an area and killed it can cause the gameover screen to flash for about half a second then the map loads up and everything freezes.
I tested it several times on south east entry to the main forest path at night with a wolf and discovered the higher my cpu load with other programs the more likely it was to happen.

Even while knowing how to replicate it, it took me a while to get it to trigger a second time so unless people are running particularly old pcs it should be extremely rare for people to hit the bug.

Thank you! I am quite bored of default tiles myself!

I know that bug, it is indeed rather rare, it happen when loading the game near a hostile mob too. The game initially was supposed to allow you to save only in your home or at designated save points. But since the play area is rather small still, I allowed people to save anywhere. This is only temporary though. When the play area expands, the save point feature will be fully implemented and this bug wont happen anymore on loading the game as there wont be any mobs near save points.

Also, the loading screen can be disabled in the game so for those that this continues to be an issue for can fix it that way, in the case of it freezing from entering the map near a mob.

I'll also consider moving that Wolf spawn a bit to make this less likely to happen.

Z and X are used by the controller scheme, which only has a limited degree of customization.  The game requires external tools to use a controller due to this.

I'd just chalk this up as unintended consequences of the control scheme change. Maybe adding an option at initial startup would be a good idea. Like "custom layout" and "standard layout"

The last update has Z and X control