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Multiple Gamepad inputs? And a couple more buttons?
#16
(08-25-2017, 05:42 AM)megamarc Wrote: You're right, the user input mechanism is very simplistic. Straightforward, but very limited. Originally I designed tilengine to be just a back-end renderer without any kind of windowing or user input, this part was meant to be implemented on top of it -it's a graphics engine, not a game engine-. This makes tilengine very versatile because it can be integrated into any existing or custom-built game framework, but soon I realized that it could be too demanding to do quick tests and evaluate it. So I built a basic windowing system to help in quick setups, but it's not really meant to be used in production systems.

I've thought seriously about extending it a bit: adding multiple players and some more buttons, but without putting too much effort on it. Anybody interested in advanced features like keyboard/gamepad remapping and so, should consider discarding the built-in windowing and go for some game framework that already has this functionality and integrate tilengine on it.

Thanks for mentioning this. The game I am planning to put together will require a lot of customising when it comes to user input. I see that in some of the most recent releases you have improved the input functionality. Are there any future plans to make Tilengine a full fledged game engine? Or is the idea of Tilengine (in the long run) to just stay as a back-end renderer?
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RE: Multiple Gamepad inputs? And a couple more buttons? - by Daniel H. - 05-30-2018, 05:26 AM

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