Are we losing the keyboard customization feature?
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This is the DEVELOPER answer to "Can I rebind the controls?" in the game Mushroom Men: Truffle Trouble
"While we recommend using a controller, it is possible to play with the keyboard. Movement uses WSAD and the action buttons are defined as follows
Bindings=(Name="J",Command="GBA_Jump")
Bindings=(Name="SpaceBar",Command="GBA_Fast")
Bindings=(Name="K",Command="GBA_Action")
Bindings=(Name="L",Command="GBA_MoveBlock")
Bindings=(Name="Semicolon",Command="GBA_PickUpBlock")
Bindings=(Name="Y",Command="GBA_ChangeToGhostPax")
Bindings=(Name="U",Command="GBA_ChangeToSpiderPax")
Bindings=(Name="I",Command="GBA_ChangeToMothPax")
Bindings=(Name="O",Command="GBA_ChangeToMolePax")
Bindings=(Name="P",Command="GBA_ChangeToSuperPax")
Note: This is a snippet from the config file that is generated on first run located at
C:\Users\<username>\Documents\My Games\UnrealEngine3\MMTTGame\Config\MMTTInput.ini
You can modify these controls as needed by editing this file. It is pretty simple to modify but if you have any troubles there is lots of information on the internet about modifying UE3 input bindings. If you screw anything up, just delete the file and it will be regenerated.
If you find a scheme you think is better, feel free to post it here."
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i hate those guys now
Yes, because a tiny one-game indie developer (who presumably hasn't been able to set aside the manhours required to update the in-game UI and artwork to allow for in-game rebinding) taking the time to explain the incredibly simple process of how to rebind keys, something most gamers likely don't even worry about and which, as noted by this thread, large developers aren't even bothering to do very often these days, is deserving of hate.
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I'm unsure if you're dissatisfied or praising this response?
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Ah. Personally I'm pretty okay with editable config files.
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They were perfectly polite and gave an immediate and simple solution to your concern. Short of setting aside any work or things going on in their life to fulfil your demands, not much more respect can be given.
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You can be perfectly polite in saying "go fix our game yourself"
The answer wasn't for me. I could edit the file without the developers suggestion., And no, it's not a solution. You can't rebind WASD keys, so that's pretty unhelpful anyways.
This game in particular seems like a lazy port of a console game. You can't customize anything, from video options to key binding. I think that this kind of behaviour is disrespectful for the customer. We all are kind of used to it, but that doesn't mean that it's ok to release a half baked port for a cheap coin.
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"You're a user wanting features currently beyond the scope of this small indie game and most people don't need, but nonetheless here's a way to solve your problem so that you can immediately play the game". A fair bit longer than your summation, but just as polite.
WASD is pretty universal across PC gaming. Arrow keys are barely used for movement as it basically makes adjacent keys a fair bit trickier to use for secondary actions. Secondary actions are what people rebind to suit personal preference.
Then they gave a simple and immediate solution to whomsoever's concern; while you may know this workaround, a lot of people might not.
Why would you need to tinker around with video settings? There really isn't a whole lot going on, and it is of higher priority for a small indie dev to spend his time polishing the game itself rather than settings the vast majority of people won't even open.
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It's a port. And, yes. We need to change the resolution sometimes. Not all the PCs are the same. And not all monitors behave the same.
PC gaming REQUIRES some level of customization.
Like I said. Cheap port. Maybe you're right. Small team, indie dev.
But what is the excuse in AAA games? I named Mortal Kombat X. Arturrs here below, named Street Fighter V, in wich you have to install and kinda program a script thingy to rebind the keys. I think it is too much for a basic feature.
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Feels like a not so subtle way of saying "I can't be asked to do my job properly so here's how you can do it for me", I honestly prefer it when devs are sincere and just put a warning at the start of the game with a controller and the message "use one of these".
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Oh, wow. I am currently trying to make a small game on my own and code everything in the evenings and even I, without any coding skills, managed to make a menu that lets me bind different keys to different actions... And even though I am making everything from scratch, from my modding days I remember that in UE3 there is an option to enable keybinding menu and you can access it by literally just making a button that opens the menu. This guy is just lazy.
Also, who the heck binds so many buttons on the middle of the board?! Most keyboards have limits on how much buttons you can press at the same time due to how layers of conductive elements are placed (most of the time it's 4 or 5 layers; so when you press more buttons than keyboard is designed for - it's going to be jammed until you release key) and almost every button on the middle can be jammed by buttons on the left. So if there is no mouse movement then it would have made more sense to use arrow keys or numpad for movement and left row for actions (or wasd for movement and arrow keys for abilities), like, I don't know, any other normal person would have done.
Also, there is 5 states for PC, so it would have made more sense for them to place states to 1-5 buttons directly above their movement keys.
After reading comments I see the problem. Their main guy is apparently a graphical designer (yup, not a gameplay designer) and their first game was made on Wii. So this is where their problem are - they just don't know how to make proper controls on keyboard due to lack of experience on the platform. Though their button mapping on keyboard still makes zero sense.
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Every time I play a game where you have to use the "z" and "x" keys and you can't rebind them makes me wanna go find the devs and punch them in the face. SOME OF US USE QWERTZ KEYBOARDS GODAMMIT.
Sorry, I just had to get that off my chest and this thread feels appropriate.
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SOME OF US USE QWERTZ KEYBOARDS GODAMMIT.
Oh yes, I can relate to that. I use QWERTZ layout too and the inability to rebind the pesky Z key is simply infuriating.
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Perfect, now I can ask you something I have been wondering for a while but nobody that I know of uses AZERTY. How common it is to encounter completely unplayable games due to it?
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not that common. Usually it is solved by just changing the layout of your operating system to qwerty. The only games I have constant trouble with are the games made with Unity, for which this doesn't always work.
I remember in particular having a lot of problems with Oxenfree (and next time I will probably play this game with the controller to avoid any problems)
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Ugh, but be annoying to have to switch the keyboard layout just to be able to play :/ .Unity games tend to have problems with everything and everyone anyways (I usually have problems with random stuff flickering in them).
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The SNES controller was good for its time, but is complete rubbish compared to any modern controller. It spits at the concept of ergonomics, and I highly doubt the response time was better.
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That's definitely laziness. I think the games I've been playing aren't quite new thus still have kb rebinding options :D I only rebind a few about 20% of the time but there are games with awkward keys sometimes.
The option to remap is always appreciated.
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As an old gamer
Apparently not that old. Long before anyone was using a mouse, we had joysticks to game with on our computers.
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Long before I could afford a joystick, I played with the keyboard on my C64. The game was Bandits, and was one of the few that could be played solely with the keyboard.
https://www.youtube.com/watch?v=X_hJXS6HB0M
The games back then doesn't required a lot of precision. But, yes. We had joysticks. And they needed other kind of skill. The arcade stick also existed, and was another universe. Go play King of Fighters on keyboard, arcade stick, and gamepad. They're totally different experiences.
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I only played games via the keyboard on my C64 if it didn't support the joystick. As for fighting games today, I only play them with my TvC fight stick.
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I think we are losing keyboard customization, but sometimes the developers are not at fault. Deadlines are not controlled by the developers for certain studios.
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If you tought that MKX had the most problems and not SFV, oh boy are you in for quite a treat if you ever get that game, but i highly recommend not to, at the very leat not untill Arcade Edition comes out and well see how that turns out. But yeah, its...inexcusable, i tried playing those new mode beta tests that were free to play and i couldnt not only customize my controls, but i couldnt even look up the layout! I had to sacrifice alot of matches just to press every button on the keyboard to figure out what was what, it was horrible, aswell as the connection problems, bleh, so bad.
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Nioh just got keyboard support, if I'm not mistaken, so it sometimes goes beyond having bad customization options. Bad keyboard support certainly does suck, but generally I'd say things are better than the days when one had to deal with audio drivers in DOS and having no hope of having any controller support on PC.
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As long as I can change it myself in a config-file (assuming they use decent layout in there) is something I'll accept.
Not too different from the config-fiddling that was necessary years ago for other options.
Would I prefer it to be ingame, sure. But I'm more annoyed at it being not changeable in same games at all: not ingame and not in a regular config file, now that's really messed up.
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It's really mostly just devs being lazy. And mostly in ported games at that.
AFAIK, the popular off-the-shelf game engines all have keymapping support in them already, and all you need to do is whip up the menu for it that maps game actions to keys/buttons/whatever. After that, all you need to do is to not be a retard, and to code based on your game actions, not on hardcoded input recognition.
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I got moto racer 4 for free from a microids giveaway. I really wanted to like this game but I couldn't find a way to rebind the keys (and they had a TERRIBLE setup).
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They (dev) were raised with a console, that's why...
Also, nowaday, key rebinding is offered by game engines most of time... but sometimes dev don't rely on their key settings modules.
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A Logitech G13 is a very nice solution that's fully customizable even if the game (or application) isn't. I love mine.
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I'm noticing a horrible trend.
As an old gamer, I am used to playing with keyboard and mouse to almost everything. Or just keyboard, especially in fighting games.
I have a gamepad, but I use it to play relaxing games from the couch.
I recently bought Mortal Kombat XL, and setting up the keyboard is hell. The same thing happened to me with other games, in some like Phantom Breaker, directly it has no way to configure the keyboard.
Personally, I got used to a level of precision that I can not achieve with the gamepad. I am not discussing which is better, each with his own. But I wish we could enjoy both.
Was there a change and suddenly it is very difficult to program the keyboard configuration, or is it just laziness of the developers?
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