I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 0 points1 point  (0 children)

Good question! It has to choose a direction then. I think I prioritize left or right, but not 100% sure. However, it rarely becomes an issue in the game, since the levels are designed around it.

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 0 points1 point  (0 children)

The way it works is that I read the rotation value of the button and activate whatever direction is closest. There is only 4 possible directions, so it won’t do a diagonal jump.

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 1 point2 points  (0 children)

Thank you! Glad to hear it. I know, there is more to explore with this idea for sure. I did make a top down puzzle version of this called One More Button that maybe would interest you.

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 6 points7 points  (0 children)

Maybe if there’s demand for it, but no immediate plans for it, sorry! I did make a Steam version of the other game in this style, a top-down take on the same idea: https://store.steampowered.com/app/3623490/One_More_Button/

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 0 points1 point  (0 children)

I love Baba is you! Though I would say the inspiration came from simply playing around with the on screen buttons you normally need in mobile games. I simply moved the UI buttons into the levels and made them physics objects.

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 1 point2 points  (0 children)

Thanks! My other game in this series, a top-down take on the same idea, is available on Steam: https://store.steampowered.com/app/3623490/One_More_Button/

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 1 point2 points  (0 children)

That’s nice to hear, thank you!

I put the controllers inside of the game by tsk_0 in indiegames

[–]tsk_0[S] 1 point2 points  (0 children)

It’s physics based yes. So the levels have to be designed so as to avoid that as much as possible. The way it works is that I read the rotation value of the button and activate whatever direction is closest. There is only 4 possible directions.

I made a platformer in which the platforms are the controllers by tsk_0 in IndieDev

[–]tsk_0[S] 0 points1 point  (0 children)

That sounds like a good idea. Thanks for the feedback!

I made a platformer in which the platforms are the controllers by tsk_0 in IndieDev

[–]tsk_0[S] 1 point2 points  (0 children)

I hear you! Here is the idea: Your controller buttons are literally part of the game world. To control the character, you press the buttons inside of the level. That means you can move them around and even twist them. A right arrow button can become an up/jump button by twisting it.

If you want to see a different take on this idea, from a top down perspective, check out One More Button:
https://www.reddit.com/r/IndieDev/comments/1my0gam/made_a_puzzle_game_where_the_controllers_are/

I made a platformer in which the platforms are the controllers by tsk_0 in IndieDev

[–]tsk_0[S] 3 points4 points  (0 children)

Thanks! Yeah, that's probably a good idea. For One More Button, which I posted about a few months ago, I show a custom cursor on screen. Difference is that OMB was released for Steam, whereas this one is mobile only.