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.
- 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 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 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
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.
If the default binding isn't to your liking, you may use one of the following:
TODO: Replace ${GAME_BIN} by the final binary's name.
This mapping uses either the first bound gamepad or the keyboard.
Launch parameters:
./${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' |
This mapping uses the first bound gamepad for Swordy and the second bound gamepad or the keyboard for Gunny.
Launch parameters:
./${GAME_BIN} -k "SL:600520;SR:610530;SJ:560;SA:570580;GL:60152147;GR:61153148;GJ:56115;GA:57158116;P:68068142;SW:5905914344;"Keyboard:
- Gunny: Arrow keys, 'X' key, 'C' key
Gamepad 1:
- Swordy: Left stick, d-pad, 'A' button, 'X' button and 'B' button
Gamepad 2:
- Gunny: Left stick, d-pad, 'A' button, 'X' button and 'B' button
| Action | Bound input |
|---|---|
| Move Swordy Left | First gamepad's left stick First gamepad's d-pad |
| Move Swordy Right | First gamepad's left stick First gamepad's d-pad |
| Swordy's Jump | First gamepad's 'A' button |
| Swordy's Attack | First gamepad's 'X' button First gamepad's 'B' button |
| Move Gunny Left | Second gamepad's left stick Second gamepad's d-pad 'Left arrow' key |
| Move Gunny Right | Second gamepad's left stick Second gamepad's d-pad 'Right arrow' key |
| Gunny's Jump | Second gamepad's 'A' button 'X' key |
| Gunny's Attack | Second gamepad's 'X' button Second gamepad's 'B' button 'C' key |
| Pause | Gamepad's start button 'ESC' key |
| Switch active character | Gamepad's 'Y' button 'TAB' key 'Spacebar' |
This mapping uses either the first bound gamepad or the keyboard.
Launch parameters:
./${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' |