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spiff Aug 26, 2017 @ 7:21pm
Glad to see you are working on keybindings
This game looks very very good so far.
I am definetly interested.
Fixed keybindings have always been a nono for me.
So when I brielfy tried the demo and saw the announcement there I was glad you were working on it.
So, I am eagerly waiting.
Thnx.

Spaceadventure enthusiast signing off :)
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Showing 1-8 of 8 comments
| DeRaNgEr  [developer] Feb 14, 2018 @ 3:41am 
Originally posted by spiff:
This game looks very very good so far.
I am definetly interested.
Fixed keybindings have always been a nono for me.
So when I brielfy tried the demo and saw the announcement there I was glad you were working on it.
So, I am eagerly waiting.
Thnx.

Spaceadventure enthusiast signing off :)
Sorry for the super late reply. Keybindings been implemented for a while now haha. You can try the demo again to make sure it's working for you. ;)

And yes, you're right. Keybinding is essential IMHO, just very tough and a lot of work to get it implemented into the engine as it is currently. Luckily the system seems to be working fine now. :D

Take care.
Orion Feb 14 @ 8:13pm 
Originally posted by | DeRaNgEr:
Originally posted by spiff:
This game looks very very good so far.
I am definetly interested.
Fixed keybindings have always been a nono for me.
So when I brielfy tried the demo and saw the announcement there I was glad you were working on it.
So, I am eagerly waiting.
Thnx.

Spaceadventure enthusiast signing off :)
Sorry for the super late reply. Keybindings been implemented for a while now haha. You can try the demo again to make sure it's working for you. ;)

And yes, you're right. Keybinding is essential IMHO, just very tough and a lot of work to get it implemented into the engine as it is currently. Luckily the system seems to be working fine now. :D

Take care.
First off, been waiting for this game for quite some time, so congrats on its release.

Secondly, *Thank You* for being more thoughtful than the majority of game devs these days and including key re-binding options for your game. Far too many devs seem to fail to understand that not everyone likes or is able to use "defaults" like WASD.

This is such an irritant to me that I now make buy / no-buy decisions based upon it. I am well and truly tired of having to make dozens of different auto-hotkey configs for my games or other such kludges and work-arounds.

As an aside - Is there a way to set the screen resolution used by the game somewhere? My monitor's native resolution is 1680 x 1050 and there doesn't seem to be any way to set this for the game. Right now the screen edges are cut off so I'd like some means to fix it. Thank you again.
| DeRaNgEr  [developer] Feb 14 @ 11:41pm 
Originally posted by Orion:
Originally posted by | DeRaNgEr:
Sorry for the super late reply. Keybindings been implemented for a while now haha. You can try the demo again to make sure it's working for you. ;)

And yes, you're right. Keybinding is essential IMHO, just very tough and a lot of work to get it implemented into the engine as it is currently. Luckily the system seems to be working fine now. :D

Take care.
First off, been waiting for this game for quite some time, so congrats on its release.

Secondly, *Thank You* for being more thoughtful than the majority of game devs these days and including key re-binding options for your game. Far too many devs seem to fail to understand that not everyone likes or is able to use "defaults" like WASD.

This is such an irritant to me that I now make buy / no-buy decisions based upon it. I am well and truly tired of having to make dozens of different auto-hotkey configs for my games or other such kludges and work-arounds.

As an aside - Is there a way to set the screen resolution used by the game somewhere? My monitor's native resolution is 1680 x 1050 and there doesn't seem to be any way to set this for the game. Right now the screen edges are cut off so I'd like some means to fix it. Thank you again.
You're welcome!
The system I had to create was incredibly tedious. It's honestly far from perfect because there's no proper way to implement it in UE4 by default and it wasn't easy. I think it still has some flaws and I would like to try and see where I can improve it. But for me the most important part is just to be able to rebind keys.

I would suggest to try the demo first and make sure it works exactly as you want. You won't miss out anything at all regarding the main game. :)
Orion Feb 15 @ 12:24am 
Heh -- I already bought it :D -- And it works quite well. A bit finicky at first but once I experimented with it for a bit, I got a configuration that works beautifully for me. Thank you.

I have to wonder why it is indie devs that care can get something like this to work while big money folks like Bethesda can't. To this day I can't play Fallout 4 without a bizarre auto-hotkey kludge. Like I said, I now make purchase decisions based on this. Too old and cantankerous to put up with nonsense anymore :)
| DeRaNgEr  [developer] Feb 15 @ 11:13am 
Originally posted by Orion:
Heh -- I already bought it :D -- And it works quite well. A bit finicky at first but once I experimented with it for a bit, I got a configuration that works beautifully for me. Thank you.

I have to wonder why it is indie devs that care can get something like this to work while big money folks like Bethesda can't. To this day I can't play Fallout 4 without a bizarre auto-hotkey kludge. Like I said, I now make purchase decisions based on this. Too old and cantankerous to put up with nonsense anymore :)
Okay so, after my initial implementation I found that it wasn't working a 100%. I'm updating the game right now and I would like to ask if you could try again.

The best way would be to make sure you type the resolution you want for both width and height after that press apply. I'm not 100% sure that this will fix it because after having a chat it might be related to how I set up the menu itself but I wanted to keep this secondary custom resolution option just in case.

That said once you set variables into the custom section it will ignore the dropdown box, if you select a resolution from the dropdown box and hit apply it will then ignore the custom box and reset the values.

Let me know if this chanegs anything on your end, if not I might have to go back to how I implemented the actual UI. I'm sorry for this I'm not as skilled in designing UI's and hope to be able to learn a great deal from this going forward!!!
Orion Feb 15 @ 8:12pm 
Originally posted by | DeRaNgEr:
Originally posted by Orion:
Heh -- I already bought it :D -- And it works quite well. A bit finicky at first but once I experimented with it for a bit, I got a configuration that works beautifully for me. Thank you.

I have to wonder why it is indie devs that care can get something like this to work while big money folks like Bethesda can't. To this day I can't play Fallout 4 without a bizarre auto-hotkey kludge. Like I said, I now make purchase decisions based on this. Too old and cantankerous to put up with nonsense anymore :)
Okay so, after my initial implementation I found that it wasn't working a 100%. I'm updating the game right now and I would like to ask if you could try again.

The best way would be to make sure you type the resolution you want for both width and height after that press apply. I'm not 100% sure that this will fix it because after having a chat it might be related to how I set up the menu itself but I wanted to keep this secondary custom resolution option just in case.

That said once you set variables into the custom section it will ignore the dropdown box, if you select a resolution from the dropdown box and hit apply it will then ignore the custom box and reset the values.

Let me know if this chanegs anything on your end, if not I might have to go back to how I implemented the actual UI. I'm sorry for this I'm not as skilled in designing UI's and hope to be able to learn a great deal from this going forward!!!
My response which you quoted is in reference to keyboard controls re-binding :P -- No worries though I know what you are talking about: the monitor issue. I'll have to test it. I'll get back to you on that here even though it's off-topic :D
Orion Feb 15 @ 8:22pm 
Ok -- That was very interesting... No matter which method I used to select my native resolution, the cutoff effect remained. The only way to get rid of it was to switch to 1600 x 900 or somesuch. Native (1680 x 1050) or downgrading to 1680 x 1024 both resulted in the cutoff effect.

This is with full-screen ticked by the way. Didn't test it with that un-ticked as I prefer full-screen anyways. It actually looks good enough to me at 1600 x 900 that I'd be happy with it, mind you - but someone obsessed with it having to be the native resolution might disagree.

P.S. : Now that the game's fully-released, it might be a good idea to re-organize the forum tabs ;)
Last edited by Orion; Feb 15 @ 8:25pm
| DeRaNgEr  [developer] Feb 16 @ 1:28am 
Originally posted by Orion:
Ok -- That was very interesting... No matter which method I used to select my native resolution, the cutoff effect remained. The only way to get rid of it was to switch to 1600 x 900 or somesuch. Native (1680 x 1050) or downgrading to 1680 x 1024 both resulted in the cutoff effect.

This is with full-screen ticked by the way. Didn't test it with that un-ticked as I prefer full-screen anyways. It actually looks good enough to me at 1600 x 900 that I'd be happy with it, mind you - but someone obsessed with it having to be the native resolution might disagree.

P.S. : Now that the game's fully-released, it might be a good idea to re-organize the forum tabs ;)
No, I am just being in panic mode with all the new reports. I was so sure the game was much more stable, better finalized that I am trying to react to everyone. Sorry for that but the additional info does help. I've learned about some mistakes I made in the UI implementation thanks to a close friend of mine.

But yeah I'll do my best to get things sorted asap. It feels like things are all over the place.
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