Feature: Jump/Spin axes
Backport from 2.2... from memory, because I left my code access. :V
WIP because I need to figure out a good way to tackle the joy axis config update shenanigans...
Hub @ https://github.com/TehRealSalt/SRB2/tree/jump-spin-axes
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That's a good question about the config updater.
Consideration #1 (closed) is whether Jump/Spin should be the defaults for those axes. One reason to say yes is only to sidestep the fact that we don't set default buttons for joysticks (yet...?) and the player needs those actions to play.
But honestly it's even better if we just set Jump/Spin default to JOY1 and JOY2, to sidestep this issue entirely. IMO the trigger defaults rightfully go to Fire Weapon... would @wolfy852 agree? I can propose those defaults in another MR.
In sum:
- Remove Jump/Spin trigger default: No changes needed to the config updater
- Keep Jump/Spin trigger default: Update the trigger defaults to Jump/Spin for configs <= 2.1.20; maybe also for configs == 2.1.21? I'm on the fence about that one, but I'm happy to do that change myself should we decide for that.
- Assign Jump/Spin default to JOY1/JOY2: Config updater adds this default as long as the second control slot is open for those actions. Again, I'll do the default assignment myself.
Edited by mazmazzI stand heavily on the side of the fence that they should be changed to triggers; not only are they the default in 2.2 (if I didn't do that, then I should've), but it's also an important default for making the game feel manageable for newcomers. If jump/spin were on the face buttons then you'd have to swap your right thumb off the camera to jump... Not good, imo. This way, your thumbs & fingers all have specific "jobs", and it feels more natural to play.
Edited by SalRight, my mistake, I just playtested and realized why face buttons are not good Jump/Spin defaults.
So if the triggers are now Jump/Spin, where should Fire Weapon be? Button L/R?
EDIT: But the problem is that Fire Weapon already has two button defaults -- RCTRL and Mouse1.
Edited by mazmazzThat's what I was thinking too... Thing is, I don't think there's any OTHER important Match/CTF buttons bound at all, so I was considering leaving it :V. No way to switch your weapon, toss flag, etc... it'd need some serious thinking on how you'd get a lot of these spoiled keyboard controls onto the humble gamepad :U
My current setup (even though I don't play Match much at all) is Fire Ring on R, Weapon Next on L, whatever silly extra stuff I need to access only sometimes on the face buttons & d-pad. It works, but there's no way to do Weapon Prev easily, so it's painful when you overshoot...
I agree about giving them defaults since the barrier for entry on those modes is already absurdly high, but they don't really mesh well with the control scheme,
so y'know, it matches the keyboard controls pretty wellEdited by SalOh yeah -- here's my button config for ringslinger:
- Next Weapon - B Button
- Prev Weapon - X Button
- Toss Flag - Y Button
and about Jump/Spin:
- Jump - L Button
- Spin - R Button
From a seasoned player's perspective, I think Jump/Spin L/R and Fire Triggers are overall more intuitive. But to a beginner, I'm really not sure.
I can see Jump Triggers being more intuitive to a beginner, but the issue is that by moving Fire Weapon to L/R, that's less intuitive than what an FPS player would expect.
That said, I think the platformer game type is more important than ringslinger, so if beginners really would do better with Jump Triggers, then that's what should be default.
Edited by mazmazzWell, FPSes also assign Left Trigger to crouch, so maybe one of those could be Jump or Spin.
EDIT: How about this?
- Jump - Left Trigger
- Spin - L Button
- Fire Ring - Right Trigger
- Fire Normal - R Button
- Weapon Next - B Button
- Weapon Prev - X Button
- Toss Flag - Y Button
Edited by mazmazzI agree it's a tad (slightly) weird, though it's kind of a compromise to placate FPS ringslinger players. I'd value @toaster 's and @wolfy852 's opinion on the mentioned setup.
EDIT: For completion,
Setup 1 (above):
- Jump - Left Trigger
- Spin - L Button
- Fire Ring - Right Trigger
- Fire Normal - R Button
Setup 2:
- Jump - Right Trigger
- Spin - Left Trigger
- Fire Ring - R Button
- Fire Normal - L Button
Setup 3:
- Jump - R Button
- Spin - L Button
- Fire Ring - Right Trigger
- Fire Normal - Left Trigger
Edited by mazmazzI do like Setup 3 the best though (added to my last post via edit).
Barring any other opinions, I'd recommend the MR reverts to the previous axis defaults; then I'd handle the other button defaults myself. I think Setup 3 results in the least work required (although Setup 1 isn't so bad itself.)
Edited by mazmazz@digiku: I'm a little conflicted. For regular gameplay I feel it would be best for jump and spin to use the right and left triggers respectively, but as that doesn't work great with ringslinger controls, I'll have to go with Setup 3. Doesn't sound like it would be too awkward of a control scheme.