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Hello again!

These past 2 weeks I was very busy implementing gamepad support into MKM. Some surveys done by Valve seems to indicate that around 10% of players use a gamepad to play games on PC, which seems kinda low somehow? Still, 10% of the total user base on steam is still quite a lot of people. About 90% of the gamepads used are either a PSX type or an XBOX type.

This old version of Unity that I'm using (version from 2019) is very finicky when it comes to proper gamepad support, and is the sole reason why most of those 2 weeks was spent working on this feature, and why I will only support those 2 most common controllers. Otherwise it would be way more trouble than it is worth in terms of dev time and technical debt, versus the amount of users who prefer to use a gamepad.

As you can see in the preview above, the control config window has been further improved and now properly support the 2 aforementioned types of controllers. Other types of controllers will not be officially supported, and therefore may or may not work by using one of the 2 schemes, their chance of working is 50/50.

In other news, between all the tinkering necessary to get controllers up and running on MKM, I went ahead and added two more "flavor" animations to Maya: when teleporting, Maya now actually uses the crimson scepter in a cool "megaman" styled animation. The other animation is for when Maya uses a throwable weapon. Not sure if it is noticeable, but the throwing animation when she is jumping is a nod to the one from "Ghost n' Goblins", and from where I'll also draw inspiration from to create new throwable weapons.

And now that I'm done with all of this coding, it is time to begin creating the bad endings that won last month's poll! I want to continue doing monthly releases going forward (if at all possible), so I'll see how many of them I can fit into the next version. I'll have to balance between making my self-imposed deadline, and giving the proper attention and care that the upcoming bad endings deserve.

Best Regards,
Mega

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Comments

Vik Virtue

Ah, those animations are super cool. They compliment Maya's silly and happy attitude. And yeah, I can definitely see the inspiration from Ghosts 'n Goblins. Pretty cool that you're getting gamepad support in here, though I usually prefer playing games like this on a keyboard. I'm sure other people will really be happy with the support though.

Crevan Prowler

Always nice to see these updates. Keep up the good work!

Nanakra

Thank you for the gamepad support! I'm one of those 10% who prefer using a controller for platformers. With ps4 and xbox, you are covering about 80% of the hardware base on PC anyway. Steam will work with direct input or xinput, so that really covers mostly everyone. As long as the keys / buttons are remappable, that will cover everyone else.

Tony

Can’t wait for more updates, keep up the great work 👌

Irkenfenrir

I like the red shooting star animation for teleporting. Seems fitting.

Shalax

Don't sweat the endings, MBB. Just deal with them when you can. I don't mind them coming post-release

Schmeeze

what are you currently thinking of the "stunt" unity pulled? are going to switch engines or stay here?

MegaBlueBall

There was a lot to unpack there, that's for sure. So as to not write an essay: 1) Unity was very bad in their initial decision and their poor approach during the whole debacle. 2) I personally will not be affected. 3) Therefore MKM will be brought to completion in the "old" version of Unity that I'm currently using. 4) For my future projects, I will strongly consider other game engine options.

Porn addict degenerate

I think the "new input system" (free asset provided by unity) works since 2019.1. It can control the same input variable (like horizontal axis) with different kinds of input types, so it can switch between input devices without writing separate input handlers for controllers and keyboard.