{"author_name":"stqn","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[{"author_name":"","time":"August 26, 2010 3:30 pm","epoch":1282854600,"text":"Remappable keys is probably the ideal solution, but I don&#8217;t think many frameworks have support for it built in, and it&#8217;s something that would take time away from actually making the game&#8230; I&#8217;ll have to try and remember to add it to whatever framework I plan to use next time.","spam":"N"},{"author_name":"snowyowl","time":"August 26, 2010 3:42 pm","epoch":1282855320,"text":"Well, Game Maker has remappable keys but not scancodes, so I&#8217;ll take that into consideration in future. I tend to use the arrow keys for controls anyway.","spam":"N"},{"author_name":"PsySal","time":"August 26, 2010 4:10 pm","epoch":1282857000,"text":"Ah, awesome. What&#8217;s amazing about this is I didn&#8217;t understand that&#8217;s how scancodes work. Remappable keys is good, but why does it have to be one or the other? Use scancodes and make them remappable.","spam":"N"},{"author_name":"","time":"August 26, 2010 4:43 pm","epoch":1282858980,"text":"I picked up a crazy DVORAK keyboard that does switching in hardware.  So any time I have to play something, I can switch modes with a key combo.  Windows supports a hotkey for mode switching (default: CTRL+SHIFT).  I use that on my netbook, and it&#8217;s not so bad.  I think every OS supports a mode switch key, so instead of being annoyed, you could compromise.","spam":"N"},{"author_name":"","time":"August 26, 2010 5:04 pm","epoch":1282860240,"text":"Even if you were to use scancodes (and I&#8217;ve never heard of a game doing so), what would you write in the instructions? &#8220;Press the key that would be W on a QWERTY keyboard&#8221;?","spam":"N"},{"author_name":"","time":"August 27, 2010 5:56 pm","epoch":1282949760,"text":"or implement a vuia-movement instead of wasd-movement \ud83d\ude09  (NEO 2.0 anyone?)","spam":"N"}],"epoch":1282846380,"likes":0,"metadata":{"p_key":"69234","p_author":"stqn","p_authorkey":"2181","p_urlkey":"105037","p_title":"A plea for scancodes","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282846380","p_likes":"0","p_comments":"7","p_status":"UPD5","us_key":"2181","us_name":"stqn","us_username":"stqn","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Guys and girl(s), when you make a game with keyboard input, please remember that not everybody is using a qwerty keymap. There are others, like azerty (French), qwertz, b\u00e9po, dvorak, and another one whose name I forgot.<\/p>\n <p>So for example wasd for movement is pretty terrible and totally unplayable on an azerty keyboard&#8230; *Unless* you use scancodes and not ascii codes to bind keys to actions. That is to say, use the position of the key on the keyboard and not the letter that&#8217;s printed on it.<\/p>\n <p>How to do that will depend on your framework\/engine\/OS of choice.<\/p>\n <p>Other solutions:<br \/>\n &#8211; use non-moving keys like shift, alt, ctrl, space, the arrows, return, etc. (Some combinations can be problematic, for example DOWN+LEFT+CTRL doesn&#8217;t work here.)<br \/>\n &#8211; let the player choose his or her key mappings.<\/p>\n <p>I can change my keymap to qwerty before playing your game, and set it back to azerty after, but it&#8217;s a pain&#8230;<\/p>","time":"August 26th, 2010 1:13 pm","title":"A plea for scancodes"}