The game is exceptional, you nailed the pace, style and the art work is stunning. Probably, the coolest arcade retro racing I ever played.
But there's an issue, the input bindings that come with the game generated conflict when you remap them. Even when you select button "A" and "B" for throttle and brake, it doesn't cancel the D-PAD action, if you press "Down" in the D-PAD accidentally while turning Left or Right, the brakes will be activated, that makes the game unplayable on Steam.
Playing here on the page there's no input binding conflicts, it enables me to customize the buttons without any problems. On Steam if I choose to remap the buttons using apps likes "AntiMicroX" it will generate conflicts and double action, because the game has default bindings.
I hope that helps, I'm looking forward to play the full version on Steam.
That's how I remap it on AntiMicroX:
(I want the "Down" on the D-PAD to be my Nitro button, but when I press it on Steam, the car brakes and also releases the nitro, that's an example of the double action/conflict)
Love the web demo! I see Steam has a Linux build, but it's not on here on itch. Can you please make Linux build available here? I'll definitely get it then :)
You can define the layout however you like. It works by assigning actions to keys and buttons. Within the game there's currently no way to determine if, say, "up" was pressed via the arrow keys or a controller d-pad. I suppose you could define a distinct set of actions for controllers only but I'm not sure why you would.
If you were to release a version of the game where the controller recognition is disabled, that would be enough to open up enormous controller flexibility, as long as that doesn't disable the keyboard functionality too. For example, in the RPG Maker XP engine, there's a screen where you can disable every item in the Gamepad category, but that won't affect the Keyboard one (I provided an image).
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The game is exceptional, you nailed the pace, style and the art work is stunning. Probably, the coolest arcade retro racing I ever played.
But there's an issue, the input bindings that come with the game generated conflict when you remap them. Even when you select button "A" and "B" for throttle and brake, it doesn't cancel the D-PAD action, if you press "Down" in the D-PAD accidentally while turning Left or Right, the brakes will be activated, that makes the game unplayable on Steam.
Playing here on the page there's no input binding conflicts, it enables me to customize the buttons without any problems. On Steam if I choose to remap the buttons using apps likes "AntiMicroX" it will generate conflicts and double action, because the game has default bindings.
I hope that helps, I'm looking forward to play the full version on Steam.
That's how I remap it on AntiMicroX:
(I want the "Down" on the D-PAD to be my Nitro button, but when I press it on Steam, the car brakes and also releases the nitro, that's an example of the double action/conflict)
Nice
Love the web demo! I see Steam has a Linux build, but it's not on here on itch. Can you please make Linux build available here? I'll definitely get it then :)
It looks nice and is fun and the easy mode is really easy, I won the first race.
Nice demo!
Great game. Have you planned a MacOS version? I don't have Windows...
Awesome Game! Thanks
This game looks amazing. You can join our Retro Co-op bundle
https://itch.io/jam/retro-revival-bundle
You could also submit other titles.
Great game! I also liked the Ridge Racer style music!
Could there be a way to disable the built-in-controller support?
Not really. The input is unified at the engine level. Maybe unplug the controller?
Were you able to choose your own input layout, or does the engine require this particular one?
You can define the layout however you like. It works by assigning actions to keys and buttons. Within the game there's currently no way to determine if, say, "up" was pressed via the arrow keys or a controller d-pad. I suppose you could define a distinct set of actions for controllers only but I'm not sure why you would.
If you were to release a version of the game where the controller recognition is disabled, that would be enough to open up enormous controller flexibility, as long as that doesn't disable the keyboard functionality too. For example, in the RPG Maker XP engine, there's a screen where you can disable every item in the Gamepad category, but that won't affect the Keyboard one (I provided an image).