Dead Cells

Dead Cells

View Stats:
rokas_gx Jun 23, 2021 @ 7:47pm
was dual-binding removed?
Playing in this very version i would dual-bind my abilities to a single key, but when i momentarily switched from steam cloud to local my keys were reset. Now when i try to dual-bind the former key loses its binding..
< >
Showing 1-4 of 4 comments
Hodman Jun 23, 2021 @ 8:16pm 
Yes, it was removed. I think you can still use it in custom mode.
travistotle Jun 25, 2021 @ 9:51am 
Originally posted by Hodman:
Yes, it was removed. I think you can still use it in custom mode.
NO, it was NOT removed. The devs go over this in the update details: they wanted to remove it, but couldn't figure out how to do so without removing it completely (even custom mode), so they're keeping it in for now. Their intention IS to remove it however, once they figure out how to just remove it from Normal mode.
FlintX Jun 26, 2021 @ 2:49pm 
Originally posted by travistotle:
Originally posted by Hodman:
Yes, it was removed. I think you can still use it in custom mode.
NO, it was NOT removed. The devs go over this in the update details: they wanted to remove it, but couldn't figure out how to do so without removing it completely (even custom mode), so they're keeping it in for now. Their intention IS to remove it however, once they figure out how to just remove it from Normal mode.

How they couldn't figure it out though? From several ways possible, the most straightforward one would be hard code input detection in a way that each ability has to come from different buttons inputs ids. Put a restriction that checks if a ability slot was used with a specific input, then lock that specific input to the first skill/weapon being used and make the input unavailable for anything else as long said skill is in use/cooldown.

If the main problem is how to detect each skill/weapon individually if both are being pressed at same time, well, one way to do that is add a fraction of delay between skill/weapon activation checks. Making impossible for skills/weapons to activate at the exact same frame.
This could be a problem though
Especially for parrying and rolling together.
But I'm pretty sure they can come up with solutions that wouldn't require to go that far.
travistotle Jun 28, 2021 @ 11:47am 
Originally posted by FlintX:
Originally posted by travistotle:
NO, it was NOT removed. The devs go over this in the update details: they wanted to remove it, but couldn't figure out how to do so without removing it completely (even custom mode), so they're keeping it in for now. Their intention IS to remove it however, once they figure out how to just remove it from Normal mode.

How they couldn't figure it out though? From several ways possible, the most straightforward one would be hard code input detection in a way that each ability has to come from different buttons inputs ids. Put a restriction that checks if a ability slot was used with a specific input, then lock that specific input to the first skill/weapon being used and make the input unavailable for anything else as long said skill is in use/cooldown.

If the main problem is how to detect each skill/weapon individually if both are being pressed at same time, well, one way to do that is add a fraction of delay between skill/weapon activation checks. Making impossible for skills/weapons to activate at the exact same frame.
This could be a problem though
Especially for parrying and rolling together.
But I'm pretty sure they can come up with solutions that wouldn't require to go that far.

Stop giving the devs ideas lol I'm all for dual binding staying in the game as it is!
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Jun 23, 2021 @ 7:47pm
Posts: 4