Is it planned that additional buttons can be used for control as input (instead of just the arrow keys and A, X, Y, B)?
Good day!
It is planned, but currently it does not have enormous priority.
However, I would like to better understand your needs. Would you like to remap gamepad-like inputs, or would you prefer to be able to access every key? Could you briefly describe the intended use so that I can better understand the requirement?
Thank you very much
With a laptop and a keyboard, it would be practical, for example, if one could change A, B, X, Y to W, A, S, D. Or that one could choose different letters for two players, but both could use the same keyboard. In school, we generally do not have gaming controllers.
For tablets, it would also be crucial whether the two players are sitting opposite each other or on the same side during the game. One could manage by only using the inputs for player 1, where someone uses the four keys on the left (arrows) and someone uses the ones on the right (XYAB). However, this would mean only half as many keys would be available for control.
As a creative approach, I could also imagine being able to draw one’s own keys, insert them as objects, and use them as keys via the “touch” function. But that would probably be a somewhat larger project to implement.
Thank you very much for this information.
I have the impression that there are three different needs/uses:
- Being able to reassign existing entries to other buttons (arrow keys + A/B/X/Y).
- Being able to play “parallel” with two players on the same side of a tablet.
- Being able to react to any button as a specific condition.
Is that the case?
- Yes
- Yes, depending on the type of game or when using vertically positioned screens.
- Thanks for the clarification. I have been able to implement it now using variables.
For 2: Do you have an example of a game and a screen/hardware where you would want to have both players on the same side?
I am asking because it is not trivial to do this generically, as the space on one side of the screen is limited. Therefore, if we better understand the requirement, we can think about suitable solutions.
As soon as a game with gravity is created (example, created by a student, which is when I noticed the ‘problem’), it doesn’t make much sense to sit on the ‘upside-down’ page. On tablets, I find the space for this too small. With a keyboard, it’s somewhat manageable. Ideally, of course, with connected controllers.
Or the possibility of two tablets being paired together so that each person has their own screen.
Perhaps also a game description where one can indicate which devices the game is suitable for.
Or a UI selection during the creation of the game.
I am not sure if there is a demand for this, or if Candli needs it. I also think it is okay if certain things are simply not possible. For teaching purposes, I find it very pleasant that the complexity is low (but a lot of creativity is still possible).
Yes, that is correct.
The balance between complexity and expressiveness is indeed a key point that we pay close attention to.
Thank you very much for your feedback!