Ditch the Nintendo-style controls
After asking around, people really seem to prefer Xbox-style controllers. Admittedly, when I was playtesting with Nintendo controls, I wound up using my fingers to press A/B because of how awkward it was.
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1 changed files with 8 additions and 8 deletions
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@ -108,10 +108,10 @@ void Backend_GetKeyboardState(bool *keyboard_state)
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keyboard_state[BACKEND_KEYBOARD_DOWN] |= vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
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keyboard_state[BACKEND_KEYBOARD_LEFT] |= vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_B; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_Y; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
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@ -126,10 +126,10 @@ void Backend_GetKeyboardState(bool *keyboard_state)
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keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
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keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
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}
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