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1. Oh! Thanks for pointing that out, we'll need to be more careful with different keyboard setups. I'll have to figure out how to let people set their own keybinds in the future.

Actually, it’s even simpler than that: a lot of video game APIs allow you to define the keys by their physical locations instead of their symbolic ones. I do not know how Unity may do it (there is surely a way, maybe even at the standard C# level, since this is only low-level I/O detection), but I will take an example from a framework I know: in Love2D, you have both the functions love.keyboard.isScancodeDown and love.keyboard.isDown; the first one will look for the equivalent key to a given QWERTY key whatever the keyboard of the user, the second will look for the actual key named as the string you pass as the argument. So, love.keyboard.isScancodeDown('w') is useful for movement, because we (most probably!) care for the position of the W key and not its name (for example, it will match the Z key of an AZERTY keyboard), while love.keyboard.isDown('w') is useful for typing text, because we (most probably!) want the user to get the name of his actual key written when he types.

I guess key bindings are a solution, but it may be more complicated to deal with (except if you get hold of some trustable already written code for it). I would advise the above ‘scancode detection’ method: it is simple, adaptable and automatic. :) Your AZERTY friends will thank you for it (if you have any)!

7. Acquiring diamond hands is the only goal! So you didn't miss anything!

So, that’s yet another game beaten by the Potato. I’m too strong. ( ͡° ͜ʖ ͡°)

Thank you very much (both to Redseiko and you) for replying, I was afraid I was going to sound a bit too negative or even disheartening, but the contrary happened. :)