wariolandgoldpiramid 5 Posted March 29, 2017 Using ZE - Key Mapper, I'm going to allow the player multiple ways to controls their character. I've already added movement to WASD, and removed the PageUp/PageDown, since my game won't need them. What keys would you recommend I should add for OK, Menu, Dash, Screenshot Taker? What keys would be easier for the player to use if they are using WASD for movement? I don't use WASD myself, so I can't say what keys are comfortable to use while moving with WASD. I don't play to allow the player custom key binding, I'd rather just give the player multiple options. Share this post Link to post Share on other sites
FAGC 9 Posted May 5, 2017 If for movement you will design it with WASD, maybe a good option will be the other side of the keyboard. The numerical pad. There you have 10 options to solve your problem. Other solutions is to configure it for the use of a Keypad, my preference in every type of game. Share this post Link to post Share on other sites
Kayzee 4,032 Posted May 6, 2017 Isn't there already a keymapper thing when you press f1? Share this post Link to post Share on other sites
Rikifive 3,411 Posted May 7, 2017 Personally, when it comes to WSAD movement, I prefer this kind of configuration: WSAD - Movement E and SPACE - Interact / Confirm Q and ESC - Menu / Back Shift - Run F / R - Page UP / Page Down (scrolling menus) Isn't there already a keymapper thing when you press f1? Yes, but this one doesn't allow you to configure keys for movement and it may not work when using custom key mappers, if I'm not mistaking. Besides, the mapper under F1 is 'meh'. I'd totally prefer in-game options, rather than silly windows. Share this post Link to post Share on other sites
Kayzee 4,032 Posted May 7, 2017 (edited) Well I agree the F1 one sucks, I just wonder how it reacts with scripts like this. More importantly, what about gamepad support? I guess you can just use the default system for that. Personally? I like rebindable keys. Heck, I kinda wish more games had a Quake-style system where you could freely bind as many keys as you want to any function and even write macros. There is kinda no reason why games shouldn't allow complete freedom with their interfaces I think. Edited May 7, 2017 by KilloZapit Share this post Link to post Share on other sites