We changed it so if you're playing on controller, the game won't read keyboard inputs, and vice versa, along with some other controller reading changes. Hopefully it helps, thanks for trying the game!
Game feels great so far, my only issue is how superjumps feel, they seem to be particularly strict on leverless as for my testing i can't go directly to up without some sort of neutral input for the super jump to register, i can get used to it but yeah haha
Thanks for trying the game! If the superjumps feel weird still we can try changing the interpreter a bit. As silly as it sounds I've only played on hitbox like once in my life so this is very helpful to know!
Can anyone confirm to me that using the XBOX One wireless controller the inputs are given to both player 1 and 2. I don't know if it's just my problem or not, because it also occurs on another fangame developed with Godot.
P.S.: I forgot a thing, using the same controller but connected with an USB cable resolve the problem.
Ah thanks for the catch! We've been only testing with a wired Xbox wireless controller so far.
In our testing, this bug also happens in offline versus if:
You take the first controller (controller 0) and set it as player 2 on the screen right before character select. P1 side by default is controller 0, and P2 side by default is controller 1. After setting the controllers though, both P1 and P2 are set to controller 0.
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Game feels dope, but funny thing that happens, if you have a controller hooked up, keyboard gets finicky with the movement inputs.
We changed it so if you're playing on controller, the game won't read keyboard inputs, and vice versa, along with some other controller reading changes. Hopefully it helps, thanks for trying the game!
Game feels great so far, my only issue is how superjumps feel, they seem to be particularly strict on leverless as for my testing i can't go directly to up without some sort of neutral input for the super jump to register, i can get used to it but yeah haha
Game is good, keep it up!
Thanks for trying the game! If the superjumps feel weird still we can try changing the interpreter a bit. As silly as it sounds I've only played on hitbox like once in my life so this is very helpful to know!
Yo! could we humble keyboard players be given the ability to change our controls?
Sick game dudes, Keep it up! o7
Gotcha! We'll see what we can do.
Alright keyboard controls can be changed! let us know if there are any issues with it
Can anyone confirm to me that using the XBOX One wireless controller the inputs are given to both player 1 and 2. I don't know if it's just my problem or not, because it also occurs on another fangame developed with Godot.
P.S.: I forgot a thing, using the same controller but connected with an USB cable resolve the problem.
Ah thanks for the catch! We've been only testing with a wired Xbox wireless controller so far.
In our testing, this bug also happens in offline versus if:
You take the first controller (controller 0) and set it as player 2 on the screen right before character select. P1 side by default is controller 0, and P2 side by default is controller 1. After setting the controllers though, both P1 and P2 are set to controller 0.
godot doesn't like wireless xbox controllers confirmed :(