New controller binds and tooltips that match your active input scheme
The tooltips probably took the longest to get working, basically, rather than displaying “Use R-Click to Swing”, with a little graphic showing a mouse, it will check whether you are playing on a controller, and if so, display “Use L-Bumper to Swing”, with a little graphic showing that button on a gamepad.
To do this, I actually reworked the input system to make it really easy to track which input scheme was used for the last action, i.e. whether you are playing on desktop controls (mouse+keyboard) or on a gamepad/controller.
Then, rather than the tooltips being part of the tileset, they are dynamically drawn based on the input scheme.
I also rebound some inputs on controller, firstly switching the left and right bumper according to controller binding conventions (having shoot be right bumper), and also made the left and right triggers also work.
I also made either A or B work as jump (right button or down button). Previously only B worked.
Finally, I also added a deadzone so joysticks aren’t super sensitive. My controller doesn’t have a joystick so I hadn’t thought of this problem. Speaking of which, all these problems were raised by sl4shed who playtested the game yesterday!!
I still have to rework the swinging mechanics slightly, also thanks to his feedback, so will work on that. If you want to playtest the game, DM me on slack and ill give you access to the itch page!