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Geometry Wars Evolved
Kremmit:
The MAME default keyset can be found here. Matching inputs up to this will make you as cab-friendly as possible. If you use the Player 2 joystick inputs for the "Fire" joy (R = up, F = down, G = right, and D = left), that'll get you compatible with a lot of people "out of the box". If you've got re-mappable controls, that will cover pretty much everybody else.
And yes, please keep the dual-analog. It's the only "right" way to play!
Aurich:
I've got Ultrastiks on my cab, but I run a vertical monitor at 480x640, it's not worth going into iRotate to change the rotation of Windows to play these games so I don't bother. Not much in the PC world is vertical monitor friendly.
NickG:
What's kinda cool about 2-d shooters like this is that you don't really need to rotate the screen; just have to remap(rotate) the directional controls... :banghead:
Aurich:
Eh, it's not really worth it to play some sideways game even if I managed to map the analog controls rotated. I have a vertical cab because I'm pretty devoted that aspect ratio, if I really want to play I've got a dual-shockish USB pad I can plug into my work PC.
Pongo:
UPDATE:
Things are moving along, although not as fast as I would like. The coding is not so much of a problem,... it's finding the time to code after getting the kids to bed and kicking the wife off the computer.
Anyways,... I hadn't touched the code in a year, and I can see right away why I had decided to scrap it and re-write from the top. It works just fine and it's pretty and fun to play, but the code is heavy in areas it doesn't need to be. It's a bit of a mess in there and really needs to be optimized. I won't be doing that now, but I am rewriting the config stuff to make it easier for a cabinet to run it. I will also make it so that it uses .ini files for some of the settings, so you will be able to run it in a vertical resolution.
If anyone is able to host it when I release I would appreciate it. Size will be around 1-3 megs depending on what I pack in with it.
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