Smol Update


Part 1 of implementing controller support is done!  This means you can now move and look with most controllers. 

Up next is implementing a virtual cursor so you can also press buttons.  I didn't actually realize this would be a two stage thing.

Also new in this version, I've added a panel for future settings, and tucked buttons into a Pause menu, activated with two presses of the Esc key for now.  That's another thing that won't work with controllers until that virtual cursor update, my apologies.   

Since Esc key functionality is tricky with browser games because of security-n-such, and the Action map's Cancel event is currently set up for Esc key, I'm curious if anyone playing wants to express a preference for a different approach to double Esc press.  I kinda want to save space bar for in case I decide to implement jumping.  Is Tab intuitive enough?  

Anyway, until next time, please enjoy the futility that is...dust bunny sweeping!

Files

DustBunnySweeper.zip Play in browser
32 days ago

Comments

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(+1)

I just played the new update...with my controller. You could go about creating a virtual cursor for controller users, but I think you should try just selecting the button(s) first. 

(+1)

Why you gotta be so right?  I've been really struggling with this virtual cursor implementation and... cursor freedom of navigation is really overkill for this.  I'm almost there though 😂  I guess I might have to use all this virtual cursor knowledge I've accumulated for another project!  Perhaps a kitty laser pointer chasing sim?

(+2)

I suspect most people will be used to ESC, but Tab is an OK alternative, especially if it's clearly labeled - like having a neato graphic on the screen that indicates pressing Tab opens the Settings. :D

Noted!  Thank you :D