Supported Controllers in the DOTR Remake.


One of the features I've been hard at work on to make the game more accessible to EVERYONE is controller glyphs! You know, the little hints at the bottom of the screen that tell you what button does what? The original game had them but they were.....weak imho. 


This isn't a detailed "how-to implement controller glyphs" in your game but, ideally you have some kind of Action/Input abstraction layer. I REALLY like Rewired, it's cheap for what it does, is easy to use, and has support for A LOT of controllers. Like seriously, a lot. I have a small scene setup where I connect controllers and have various actions in the games loaded up. The glyphs script looks at the controller that the specified Player last used, checks to see if it has that controller in its database of glyphs. If it does, it uses those icons and the ActionElementMapping in Rewired to decide what button ID is mapped to the Actions and then shows you the proper glyph for it. It sounds complicated, but Rewired has some great documentation to get you started on it. 


In my testing, the following controllers work perfectly:

-Keyboard

-iBuffalo SNES Gamepad

-PS4 Controllers

-PS3 Controllers

-Xbox 360 Controllers

-Xbox One Controllers

-Switch Pro Controllers

-*Switch Joy-Con Controllers


If the game detects that you're using a PS3 or PS2 controller, it will use the controller icons from the *original* game. 

As always.....I'm hard at work. Stay tuned to the YouTube channel for a short clip showcasing the "finished" (nothing is ever *really* done in game development, is it?) main menu AND custom terrain support!

Get Yu-Gi-Oh Duelists of the Roses Remake (ALPHA)

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