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JJAT 2

Second iteration of JJAT's engine, now based on GFraMe v?.

NOTE: This game uses GFraMe's latest version, which still hasn't been merged back into its master. To compile this manually, clone GFraMe's devel branch.

Player Interaction Reasoning

Backstory

  • The game starts on the lab where Swordy and Gunny were created(?)
  • Other creatures were created on same lab (for which reason?)
  • There should be biological creatures originated elsewhere

Swordy Interactions

  • Swordy can hit any biological creature
  • Swordy can reflect energy attacks
  • However, physical attacks can't be reflected
  • Swordy should be able disable (and then hit) some enemies with armor

Gunny Interactions

  • Gunny can target any creature from the lab (how to differentiate?)
  • Gunny can target any enemy with armor
  • Gunny can only target constructed tiles (e.g., within the lab), but not broken ones

Remapping Input

Each in-game action is mapped to a virtual key. The table bellow shows how keys should be referenced when remapping them through the command line:

Action Key Identifier
Move Swordy Left SL
Move Swordy Right SR
Swordy's Jump SJ
Swordy's Attack SA
Move Gunny Left GL
Move Gunny Right GR
Gunny's Jump GJ
Gunny's Attack GA
Pause P
Switch active character* SW

* Action only enable when asynchronous mode is active.

To remap the inputs, each key identifier must be followed by a colon and every key value (as defined on gfmInput.h) as 2 digits hexadecimal values (in Big-Endian). Good luck doing that manually... Eventually, there will be a menu for automatically doing that.

Note that mapping for gamepads takes an extra digit, which references the controller port. Ports are assigned sequentially (starting from zero) as soon as the framework detects that a new controller was connected.

Important note: No two actions may have intersecting keys unless they are mapped exactly to the same keys.

Example mappings

If the default binding isn't to your liking, you may use one of the following:

TODO: Replace ${GAME_BIN} by the final binary's name.

Synchronous mode, single player

This mapping uses either the first bound gamepad or the keyboard.

Launch parameters:

./${GAME_BIN} -k "SL:6005200b01;SR:6105300d;SJ:5a00214;SA:5b00c;GL:64047;GR:65048;GJ:5d049;GA:5e04a;P:68042;SW:6904344;"

Keyboard:

  • Swordy: WASD/ZQSD
  • Gunny: Arrow keys

Gamepad:

  • Swordy: Left stick and shoulder buttons
  • Gunny: Right stick and shoulder buttons
Action Bound input
Move Swordy Left Gamepad's left stick
Gamepad's d-pad
'A' key
'Q' key
Move Swordy Right Gamepad's left stick
Gamepad's d-pad
'D' key
Swordy's Jump Gamepad's left shoulder button
'W' key
'Z' key
Swordy's Attack Gamepad's left shoulder trigger
'S' key
Move Gunny Left Gamepad's right stick
'Left arrow' key
Move Gunny Right Gamepad's right stick
'Right arrow' key
Gunny's Jump Gamepad's right shoulder button
'Up arrow' key
Gunny's Attack Gamepad's right shoulder trigger
'Down arrow' key
Pause Gamepad's start button
'ESC' key
Switch active character Gamepad's select/back button
'TAB' key
'Spacebar'

Synchronous mode, two-players

This mapping uses the first bound gamepad for Swordy and the second bound gamepad or the keyboard for Gunny.

Launch parameters:

./${GAME_BIN} -k "SL:600520;SR:610530;SJ:560;SA:570580;GL:60152147;GR:61153148;GJ:56115;GA:57158116;P:68068142;SW:5905914344;"

Keyboard:

  • Gunny: Arrow keys, 'X' key, 'C' key

Gamepad 1:

  • Swordy: Left stick, d-pad, 'A' button, 'X' button and 'B' button

Gamepad 2:

  • Gunny: Left stick, d-pad, 'A' button, 'X' button and 'B' button
Action Bound input
Move Swordy Left First gamepad's left stick
First gamepad's d-pad
Move Swordy Right First gamepad's left stick
First gamepad's d-pad
Swordy's Jump First gamepad's 'A' button
Swordy's Attack First gamepad's 'X' button
First gamepad's 'B' button
Move Gunny Left Second gamepad's left stick
Second gamepad's d-pad
'Left arrow' key
Move Gunny Right Second gamepad's left stick
Second gamepad's d-pad
'Right arrow' key
Gunny's Jump Second gamepad's 'A' button
'X' key
Gunny's Attack Second gamepad's 'X' button
Second gamepad's 'B' button
'C' key
Pause Gamepad's start button
'ESC' key
Switch active character Gamepad's 'Y' button
'TAB' key
'Spacebar'

Asynchronous mode, single player

This mapping uses either the first bound gamepad or the keyboard.

Launch parameters:

./${GAME_BIN} -c -k "SL:60052047;SR:61053048;SJ:56015;SA:57058016;P:68042;SW:5904344;"

Keyboard:

  • Active character: Arrow keys, 'X' key, 'C' key, 'Tab' key, 'Spacebar'

Gamepad:

  • Active character: Left stick, d-pad, 'A' button, 'X' button, 'B' button, 'Y' button
Action Bound input
Move Active character Left Gamepad's left stick
Gamepad's d-pad
'Left arrow' key
Move Active character Right Gamepad's left stick
Gamepad's d-pad
'Right arrow' key
Active character's Jump Gamepad's 'A' button
'X' key
Active character's Attack Gamepad's 'X' button
Gamepad's 'B' button
'C' key
Pause Gamepad's start button
'ESC' key
Switch active character Gamepad's 'Y' button
'TAB' key
'Spacebar'

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