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(+1)

I just did! Let me know if it doesn't work. I'm new to all of this -_-;

I'm on Linux right now, but I'll try on windows as soon as I have access to that computer

(1 edit)

Edit: I'm an idiot. I made a small test with Electron and a sample webpage, and I had the same problem. Only then I realized that for some reason, unlike my browser, both Electron and WebView2 recognised my gamepad as player 2 (I'm using a "Twin USB Joystick" adapter). I plugged the the gamepad in the other slot and it worked! So, yeah, it worked!!! <3

Old message:

Ok, I'm back. I tried it on Windows and I can't get the controls to work. To be fair, my setup is far from standard, I use an original PSOne Dual Shock controller with an old USB adapter, but it DOES work with the itch version. For what I see, what Construct did was to compile your game using Microsoft Edge WebView2, so maybe it is related to this issue.

Maybe if you take your web export (the one you uploaded to Itch originally) and repackaged it using Electron instead, gamepad recognition would work better? 

As a side-note: using Wine or Proton (the compatibility layer used by Steam Decks) didn't work for me on my other machine (the Linux one). But that's almost anecdotal, I don't expect Linux support.

(+1)

Woah, thanks for all the info man. Proper play tester stuff. Glad it worked in the end :)

i hope it doesn't upset you, but while making the tests, I downloaded the Windows version of your game and replaced the JS files with ones called by the version hosted on itch (on this frame). By running a simple webserver on a localhost, it's possible to play it on any operative system. So, it's technically possible to make an offline Linux and Mac version, but I'm not sure if mounting it would be foolproof and worth supporting.

I am not upset, but I also only understand some of those words '_';