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how is the game's "resistance" against kayboard layouts, like when you go qwertz that you dont "see y but have to press z instead"?
Images & texts shown on-screen are fixed to the default layout. A bit of an artifact of how the game was originally set-up; it really doesn't lend itself to dynamically change this stuff based on user bindings so there's very little we can do. Again, sorry about this, I wish I had better news for you.
that's one of the input problems that FFF and Mugen Souls has, even though they are remappable, their image for the prompts is tied to the US layout giving non-US keyboard users a lot of problems.
It's space on the keyboard and I think LB or RB on the gamepad. You should be able to review bindings in the 'pause' menu by pressing Start or Escape.
I think we do it based on keyboard position at this point (e.g. scancodes, rather than virtual keys) but this is definitely something we can address in a patch. Thanks for bringing it to our attention.
but an Idea can you maybe store they kb bindings seperately from the game in an ini or similar (similar to the controller list)? that way you wouldnt need to create an extra options UI and ppl can still change the kb controls.
I must say unlike keyboard your Idea of controller support is pretty awesome and pretty much allows the users to add their own controllers since it's in a more or less human readable format
I don't have the game yet, but plan to get it.
Is it playable with keyboard, or would you really say I should use a controller?
it's fully playable with keyboard and mouse! Just the only thing is that we don't support custom mappings.
I mean we probably could; but you'd still end up with mismatched texts and images in the game, which'll essentially only make it more confusing to use. Something like that can probably also be achieved using some third party software to just remap certain keys for a particular application.