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 Temporal Conflict
Some people would use keyboards, but some will also use controllers...

[Image: attachment.php?aid=1516]

At the moment, Memorie is on a small pause, and I'm now attempting to focus more on this project. I decided on a few changes away from the original idea and into a different light. One of the first things I want to implement is having the game to see different controllers. Let's just say that I would like the game to support not only Xbox controllers, but all PlayStation Controllers, all Nintendo Controllers, and PC only controllers, including controllers that are much older than the norm.

I'll be thinking about this while I begin some things for the project.

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Well, one would assume XBOX Controllers, being Microsoft, would have a PC compatible lineup. Comically, RPGMakerXP uses DirectSound for input and may very well use DirectInput which PS4 controllers use (and oddly XBox doesn't now). And I have heard that one can set up a PS4 controller to run on the PC.

It could be just a simple case of seeing what buttons work (or perhaps all???). Know anyone with controllers?????

Now for Nintendo? Meh, they like to be stubborn as hell. And Older controllers? Given how long the RM series has been out, I'd say the current Keypad system rigged into RMXP is good for controllers dating back to 1995.

EDIT: Wait. Did you decide on an engine yet? Unreal or Unity or something?
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Sorta. I'm starting this in Unity, for now, and I'm saving Unreal as a backup in case I can't do anything with Unity.
How To: Menu

Currently, I'm learning how to make menus, by watching tutorials on YouTube. This'll take a while because of my lack of C++ programming knowledge. I'm not giving up on that front, as I'll have to learn how things like menus work.

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