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It is not possible to present actual keys being used by pico in game.
Pico8 keyconfig can be used to remap keys.


keyconfig id [player]
returns the character being used for button id and player (default 0)
P#85463 2020-12-16 08:31


I think exported carts should have reconfigurable controls for accessibility reasons.

P#85467 2020-12-16 12:51

+1 on the +1!

P#85476 2020-12-16 16:26

hmm if PICO-8 only had keyboard input, this would be useful, but I think the fact that gamepad is also a primary input makes this a more difficult problem to solve. If I don't have a keyboard, and I instead have a controller in my hands, showing me a keyboard key name is not going to be helpful...

The current glyphs are actually a great solution to this already, in that they are one set of symbols that mean multiple things depending on how the user has their input device(s) mapped.

The caveat is that the user has to actually know what inputs the glyphs correspond to. To address this, the mapping should be easily visible and configurable. The options -> controls menu that was added relatively recently is a great first step at making the mapping visible; I think it just needs to have its functionality expanded to allow for editing the mappings (both keyboard and gamepad)

P#85491 2020-12-16 21:15

good points - perfectly happy if the api returns the glyphs.
so ‘up’ would be still be ‘up arrow’ char.
I would also see the api to return a table, to support multiple bindings.

A ‘set’ api would also be much needed!

P#85511 2020-12-17 06:30

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