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Also, control stick is terrible for movement, but I don't think that's the dev's fault here.
remapping is a pain since it's not clear which button is which on a 360/XB1 controller. Is the A button "button 1"?
And the lack of dpad support is a travesty, though I suppose that issue is inherent to RPGMaker? Using the analog stick for grid-based movement is torturous, but if you have a program like joy2key or xpadder, it's easy enough to set the dpad to emulate the arrow keys.
For a relaxing game like this, it should really have better controller support.
I'm going through it trail-by-error, so far It seems "C"(button 3) is 360's "X". So, if you're like me, swapping that to A or B (Button 1 or 2) is the biggest neccesity lol.
defualt:
Button1:A = Sprint = shift
Button2:B = Inventory/Cancel/Close = esc/backspace
Button3:C = Confirm/Interact = space/enter
rest: tba~
I'm still pretty early in the game, I'll post what the other mystery buttons are mapped to if other commands come up. :)
A cute, charming game - I look forward to digging in, too bad it has to wrestle with the limitations of it's engine.
Thanks man. Now I'm waiting for the rest.
For the PS4 controller, I got mine working by selecting "Forced off" in the first drop-down in the Control Options section. The key numbers are as follows:
1 = Square
2 =X (I think)
3 = Circle
4 = Triangle
5 = LB
6 = RB
7 = LT
8 = RT
9 = Share
10 = Options (I think)
I can't verify the other two because they close the testing application under the controller's properties
Hope that helps!