#remapper
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defunct-notfun · 2 years ago
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furcadia port 4 rainbow cemetery 2023
haha holy shit i leveled up in pixel art please do Not reuse this art, its for rainy n i worked very hard on it for her.  its 95x95 pixels and parts of it remap when she changes her colors in furcadia (character colors) while parts dont (the graaaaveyard moonscape) i am really proud of it!!! i did it in procreate, but rainy did the final adjustments herself clockwork is my furcadia username, hence /gestures/
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wretchedbirdthing · 2 years ago
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always a good sign
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shug-buglas · 6 months ago
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collecting controllers was a great hobby to pick up in retrospect, considering how it's actually impossible to make a controller's layout work consistently across games on pc
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peineperdu · 6 months ago
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rebinding my keyboard for touhou......
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sunbun21 · 1 year ago
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new dell xps review
is there a way to get your own personal machine to stop advertising to you
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cbedfordart · 2 years ago
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Our new trailer for Sorry We’re Closed! The demo is available to play NOW on Steam if you want to have a peek!
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It's a nostalgic, survival horror game where you explore in third person and fight in first person. It's our first time ever making a game which feels surreal but we're having a fun time creating it, despite all the challenges. There's also more to it, since it's a story driven game. It'll have a fun cast of characters you'll be able to talk and interact with, which can affect the ending depending on what you do!
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We’re also working on accessibility features for the full release in 2024. These include remappable controls, large text by default as well as comfort options such as reduced motion, adjustable FOV and toggles for sprint and first person view. We hope to have even more if we can!
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If you like what you see, wishlist it! Good things happen when you do that.
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felassan · 1 month ago
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Can I Play That?: "As usual on Global Accessibility Awareness Day (#GAAD) we present the AbilityPoints Diamond Award for a game that set a leading example for accessibility in games during the year. Our 2024 Diamond Award goes to Dragon Age: The Veilguard by BioWare! [link]" [source]
"It’s award time again! Every year we give praise to a studio that offers positive examples of accessibility in gaming and companies that make an effort to create a game that’s inclusive to a variety of players. However, we don’t just focus on one solitary advancement in accessibility. We also spotlight continued support and improvements over the years. 2024 graced us with many new accessible games, but none of them represent this award more than Bioware and their newest game, Dragon Age: The Veilguard. Bioware’s consistent dedication to accessibility is evident by looking at the design and gameplay of previous Dragon Age titles. Origins had fully remappable controls and pausable combat, which were very helpful accessibility options at the time. The first two Dragon Age games even had mouse-only support on PC, ensuring that disabled players with fine-motor skill impairments never felt hindered by limited controls. Fast forward to Veilguard, it’s clear Bioware pulled out all the stops making their most accessible RPG to date. The finished game is truly a master class of accessible features, which is why it’s worthy of receiving our esteemed Diamond Award." [source]
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racke7 · 7 months ago
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Okay. So I think I figured out how this happened.
I made a Free-Trial account.
I installed a neat plugin that let me transfer settings to new characters.
When I bought the game, I had to make a new account (for reasons).
Upon starting the game, I had the same dalamud-settings as before, and so also the same plugins.
Since this meant that my settings transferred, I assumed that the plugin had told the game that I wanted it "like that".
In actuality, the plugin likely stored the setting in its own file-system.
When this plugin wasn't active, the game immediately reverted back to "default".
In order to prevent this from happening with future patches, and to make the game at all playable, I realized that I'd need to make all of those changes regardless of if dalamud comes back online tomorrow or next week.
So I sat down and did all of the crafters, and the gatherers, and PLD+DRK+SCH+AST+DRG+NIN+MCH+BLM+SMN.
And then I also did everything in PVP. (Which was easier, since there are a lot less skills to move around, but still very annoying.)
From this work, a few things became clear to me:
DRG has like... no skills. (And that's not necessarily a bad thing.)
NIN has about ten more skills than it needs to. Holy shit.
MCH always feels like playing piano, but there aren't actually that many skills. You just have to press a lot of buttons very quickly.
BRD is... weirdly insistent on me wasting a lot of time on putting DoTs on everything.
SMN is all about pressing the same button and having fifteen different things happen.
SCH has way too many fucking skills and also no fucking emergency-heals. (No wonder it stresses me out so much)
PLD has some weird dmg-skills later on, but most of its actual tank-skills are about protecting others instead of surviving nukes, which makes it awkward to design a "this button does the same thing across multiple jobs"-system around it (because nobody else fucking does it like that).
AST is genuinely really easy to understand, it just requires four different hotbars. But you probably won't use most of those skills anyway so it's fiiiine. Probably.
On a vaguely related note to MCH. Either I'm very good at playing it (unlikely) or there's something very weird happening with damage-aggro, because MCH is a ranged-DPS (and so is supposed to lose in singular-dmg-output to basically any melee-DPS), and yet I'm consistently seeing myself as "nr 2" on aggro.
Is MCH just bullshit-good at DPS? Does something very strange happen to MCH compared to other classes around lvl 50? Am I only managing to "stay nr 2" because I glance at it mid massive-combo? Am I actually a god amongst mortals?
On a different amusing note, it's actually possible to do some things with combat-macros.
For example, BRD has two skills tied to two "unlockable" skills, and you always want to use those unlockable skills if you can. So you just design a macro like:
/ac "Straight Shot" /ac "Heavy Shot"
and it will just... work. It can only use one of these skills because of how the macro-system works in-game, meaning that it picks "the first one" that it's able to use. So you put the unlockable skill highest, and presto, one button for two actions.
BRD is however something of a blatant outlier in this, but a while back I sat down to experiment and... there are a few other things.
You remember those "dmg mitigation"-skills that tanks are riddled with? Well, excluding a few specifically unique ones, you can just put them in a macro that will do the same thing.
And because the macro can only pick one skill to use? It will pick the first one that's off cooldown. So you just set up the longest cooldown highest, and you're good to go.
(I didn't end up actually doing this, because I don't entirely trust it. In no small part because I want to be able to easily see the cooldowns.)
I ended up also trying to see if I could use this to make an insta-rez macro, where I just double-click on it to first activate the Swiftcast and then (because that puts it on cooldown) activate the rez. But this proved... weirdly inconsistent? Dunno why. Except maybe I'm very fast at double-clicking, and the macro couldn't keep up?
So. For some fucking reason, all of my hotbars and hotkeys and macros and HUD-layout?
They're saved on dalamud somehow.
Base game? Pure default. All of it.
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satoshi-mochida · 4 months ago
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Sorry We’re Closed coming to PS5, Xbox Series, PS4, Xbox One, and Switch on March 6 - Gematsu
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Publisher Akupara Games and developer a la mode games will release survival horror game Sorry We’re Closed for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and Switch on March 6, the companies announced.
Sorry We’re Closed first launched for PC via Steam, Epic Games Store, and GOG on November 14, 2024.
Here is an overview of the game, via Akupara Games:
About
Sorry We’re Closed is an eccentric story-driven survival horror game about angels and demons that mixes fixed-camera exploration and arcade-style shooting. Michelle must use her Third Eye to see between worlds and uncover secrets. Follow the final days of Michelle as she battles to break the curse placed on her by a powerful archdemon looking for love. Help (or hinder!) the lives of curious residents in Michelle’s bustling London borough as she pursues freedom from her own untimely demise. Sorry We’re Closed is a fusion of nostalgic survival horror with a new perspective on combat, combining atmospheric environments with fixed-camera angles and the thrill of arcade-style first-person shooting. Collect items and manage resources to help Michelle survive. Optional tank controls are available for those who enjoy the classic survival horror experience. Michelle’s time is split between the perilous demon world and mingling with the locals on her residential street. Everyone’s battling their own inner demons and through Michelle you can help guide them. Multiple endings are available through RPG-style dialogue interactions with the extravagant cast.
Key Features
Open Your Third Eye – See two worlds at once with the gift of Michelle’s demonic curse.
Your Choices Matter – Multiple endings are available depending on the dialogue choices you make with an eclectic cast of characters.
Fixed Camera Exploration – Experience the cinematic charm of classic survival horror camera angles.
First-Person Arcade Shooting – Combat is up close and personal as you target enemy weak points.
Manage Your Inventory – Straightforward health and ammo resource management. Find items to solve puzzles and exchange with NPCs.
Modern and Tank Controls – Optionally play the entire experience using authentic tank controls.
Motion Sensor Function Aiming – Turn on motion sensor function aiming for further control during combat.
Accessibility Options – Remappable controls, aim assist, no-hold button toggles, logbook, infinite healing and additional comfort options are available.
Watch a new trailer below.
Consoles Release Date Trailer
youtube
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kal-sharok · 7 months ago
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nominating a game that
doesn't have remappable arrow keys, that people have relied on for years to play games with if they have physical impairments OR are simply left-handed, lmfao
ships with a cluttered UI (and even encourages you to minimise it ~if it's overwhelming uwu~ instead of maybe shipping with all elements to be set as opt-in instead of opt-out)
has no off switch for light bloom amidst all the UI clutter and requires you to locate a file via file explorer, open it in notepad and manually edit the value from 1 to 0 so your eyes aren't blinded by every light source and under constant strain... two months away from 2k25
for "innovation in accessibility" has to be the biggest fuck you modern game industry has ever served its playerbase 😶
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The people have spoken!
I've been developing a videogame in my spare time, vaguely related to Australia. Just like the real thing, it's about fire, darkness, and loneliness. But this time, you're encouraged to attack anything you come across.
It's my take on a top-down action Metroidvania, called Nothing Beyond This Point! You play as an "inferno" navigating the sprawling Void, upgrading abilities, finding new tools, and becoming stronger in all the ways you can find. Uniquely, your Rods are both your health and your attack, so don't throw too many fireballs or you'll die quickly.
It takes place in a large world with almost nothing in it, but don't be fooled - there's danger and opportunities everywhere. Be sure to pick up maps, lore, and items along the way.
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A public demo is set to release for the upcoming Steam Next Fest, on February 24th. I'm still working to polish everything to perfection, so no doubt it'll be great already when you get to play it, with many more improvements coming along the way. The full release will hopefully arrive early 2026, at 5$-10$ AUD (3$-6$ USD). There's both keyboard and controller support, remappable controls, automatic cloud saves, and any PC can run it.
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If you want to support the game, the best thing to do right now is wishlist it, and play the demo when it comes out in February! (and also reblog, tell your friends, etc. marketing is hard.)
So be ready to set things on fire, corrupt yourself into oblivion, and escape the nasty physics prison that is the Void.
Don't get lost.
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And yes, Raamaa would survive in Australia, but she would cause MANY forest fires.
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active-hoper · 2 days ago
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Asinine Inaccessibility: Indigo Park: Chapter 1
Warning(s) for: intense violence, blood, gore, and spoilers.
Despite how developer UniqueGeese deserves some credit for having remappable controls and keeping players prone to motion sickness in mind by including options in Chapter 1 for them to disable the first-person camera's bobbing and a "camera delay effect" that moves the camera and the protagonist's flashlight at different speeds, the omission of a content warning on its store page for its mature content is too egregious for it to be written about positively.
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Specifically, Chapter 1 contains intense violence, blood, and gore which rear their ugly heads the most in a scene where an antagonist gets bloodily decapitated shockingly, shock that could have caused me, someone with heart problems, to experience chest pain -- as has happened when playing other titles with unexpected levels of horror like Minecraft -- and could trigger players who are sensitive to seeing such content.
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If these elements were limited to having a moderate presence like they do in this chapter's sole jump-scare and game-over screen, then them existing without a warning would not be (as much of) a problem as it is now. So, here's to hoping that how it is now will not be how it is in future chapters.
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clickbliss · 7 months ago
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Duelpad Zen 16 Review: a carefully considered controller for fighters, rhythm games and more
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by Amr (@siegarettes)
A review unit was provided by Duelpad for this review.
The Duelpad Zen 16 isn't going to surprise you. It's familiar in terms of features and build quality, and it easily fits in with the family of budget fighting game controllers saturating the market right now. It's the same acrylic sandwich design, with the same strip prone Chicago screws, running the same open source GP2040CE firmware. 
What makes it stand out are the small details that show careful consideration. The corners have been extended to make room for your wrists, button rims surround the keycaps to create a feeling closer to traditional arcade buttons, without compromising the hot swap functionality. The OLED status screen sports a small navigation cluster that can be used to configure options without a computer, and it rocks a split layout with extra button placements that actually make sense.
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The split layout is my personal headliner, combining a WASD style directional cluster, with a set of thumb buttons that make it a viable option not only as a fighting game controller, but a controller replacement. 
GP2040CE supports up to 4 remappable layouts, so you can swap between layouts that support different games.
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For 2D fighting games I keep the two large thumb buttons as jump, keeping the advantages of a traditional Hitbox layout, while allowing a more relaxed posture with more space between the movement and action buttons, and the smaller thumb buttons still free for extra functions. 
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For other games I leave the WASD cluster as my main movement, with the thumb buttons replacing the shoulder buttons, triggers, or thumbstick clicks, leaving the pinky column on the action buttons free for additional functions and modifiers.
For example, here I've mapped the thumb buttons to the shoulders and triggers, leaving the 4 face buttons in the first two columns, followed by the L3 and R3 buttons, with the pinky column used to switch the directionals to dpad and right stick movements.
It works for both 2D and 3D games, as long as they don’t rely on the right stick for aiming or frequent camera adjustments. 
In Mega Man 11 I used this setup to quickly switch weapons with the right stick, leaving two extra buttons available to map shortcut buttons. In DMC4 this allows me to quickly perform multi-button maneuvers while charging projectile weapons, and quickly adjust the camera or switch styles by using the modifiers. 
You can even set up dual stick setups, for twin stick arcade games or rhythm games. In Project Diva you can mirror the WASD setup with the face buttons, while in Theatrhythm you can control both sticks on the action and movement buttons, with the thumb buttons available for drumming out notes. 
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Let’s talk about that OLED. These tiny screens are quickly becoming a killer feature of modern controllers, allowing you to easily check your buttons and settings. The Duelpad Zen takes this one step further and allows you to change the settings directly on the screen itself. What I initially assumed was an extra button turned out to be a full navigation cluster, allowing you to cycle through various settings from an on board menu, without the need to connect it to a computer. You can change the console mode, dpad settings, RGB lighting and even the extra button mappings through the menu, saving you from memorizing several shortcuts for each function. 
In its current state, it’s unfortunately a bit finicky. At least with my configuration, the menu seems to only operate when I’m in the first profile, and frequently freezes after swapping to another profile, until restarted.  
On the opposite side of the menu are the RGB underglow controls. With them you can cycle through the various lighting modes, though they seem to be controlled separately from the rest of the controller, with no dynamic modes that react to button presses. The topside RGB can be controlled through the menu or web config, with a lot more flexibility for customization. 
The problem is that these LEDs are blindingly bright, with even the lowest of the three settings being bright enough to distract you from your game. I can’t see these as useful for anything except blinding your opponent. 
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In terms of other customization, the dense layout doesn’t leave much room for art in the center, but the sides provide ample space for details. A paper layer is pre-installed in the controller, and makes a good template for cutting out your own art should you choose to do it by hand, like I did. 
The Duelpad Zen 16 has plenty of small issues that give a sense of jank to what’s otherwise a well considered device. But none of these issues got in the way when it was time to play. Setting up could be troublesome, but once I dialed in my settings and got into a game, the Zen was rarely less than a joy to play with.
The layout is well spaced and comfortable, the button rims add a sense of stability other controllers lack, and the quiet, fast response switches translated inputs with satisfying feedback. Whether I played fighting games, platformers, or rhythm games, the Zen felt up to the task. With its novel form factor and button layout, I can easily see it staying in my controller rotation, even with many more high end competitors. 
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thepleasuregoblin · 2 years ago
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It is the year 2023 and somehow AAA game studios are still releasing games that don't have fully remappable controls
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astraxgame · 1 year ago
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AstraX Dev Diary, December 2023
Merry Christmas and Happy Holidays everyone!
I've been working on AstraX 0.4 really hard, but sadly couldn't finish everything before the holidays.
This update is mostly of technical nature and will allow more extensive features (e.g. better navigation and starmap).
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The biggest changes affected the targeting/discovery system, graphics, spacecraft and spacecraft systems.
Metaphorically, these changes are like replacing the insides of a melon with the insides of a pomegranate and this took me almost two months of hard work to complete.
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However, the result is a piece of software that is optimal for modding, user friendliness and adding more features, such as:
Usability improvements to Sector Map, Sonar (ergo radar mechanisms)
Being able to detect moving NPC alien spacecraft on your radar system that you will be able to trade with later
Being able to render planet and spacecraft graphics on the UI and HUD
Showing UI details for selected spacecraft
Discovery Mechanisms now work for any content added by mods
Furthermore, I added these features:
Better, remappable controls
Asteroid belts are now integrated into orbital structure of a star system
Junk metal belts that yield Scrap Metal as resource
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Future Features
Features that I currently have in focus for future versions (+0.5):
Better orbit sectors featuring habitable zones which depend on spectral class of the central star
More discoverable traits for gaseous and moon types
(experimental) Trait scanning mechanics
Spacecraft System failures
Spacecraft Construction Editor. This is quite a large task. I've looked into implementing the editor and came to the conclusion I need to do more research & requirements refining for an effective implementation
Better Galaxy Map
#
AstraX is a casual space exploration game that allows you to discover a multitude of different celestial bodies. Learn more about our universe in this atmospheric and relaxing simulation. Download it on itch
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semi-sketchy · 8 months ago
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Just gonna talk gameplay and technical stuff for a moment, no real story spoilers.
So far I'm only in the Gens version since the title screen was just black for me, but I'm 99% sure you can go for Shadow's campaign right off the bat. As for Gens... It's Generations, alright. This time with multiple save slots!
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I still don't get why this feature basically went away for like a decade. Saves are so low file size.
Remappable controls, too. This is the default.
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It's really nice and took me a moment to realize boost was automatically on the trigger, just like in Frontiers. Feels a lot better. I did have issues where my buttons weren't registering a lot, though that's probably the emulator.
Honestly though, might just be my imagination but Sonic feels...better? In the original Gens he was pretty stiff, but I kinda feel like I have better control over him? I don't know, probably something that'll need comparisons.
ALSO THIS SCARED ME
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I WAS NOT EXPECTING A BRIGHTNESS SLIDER BUT...HUH??? Most games have a "adjust it so this is barely visible" but this just...gives you the slider. Weird and kinda creepy how it just jumps to this with no warning.
Also I hadn't dialed in any settings and my FPS was choppy so I immediately died to the first motobug.
I'm laughing.
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