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Coop Catacombs: Async Multiplayer Roguelike

Traditional Roguelike Async Multiplayer for 7drl 2024 · By AikonCWD

Permission to port to retro handhelds

A topic by harminoff created 16 days ago Views: 97 Replies: 5
Viewing posts 1 to 4
(+1)

Hello! I am really enjoying this game, thank you for making it! I have been working on getting it ported to retro handhelds, and I wanted to get your permission to get it added to PortMaster for people to play.


https://portmaster.games/index.html

Let me know what you think, and if you have any concerns.

Thank you again!

Developer

LOL! love this.

But how you managed to map all the keyboard keys to a handled device?! Im curious haha. And yes, you have full permission to port the game. Im updating the game every 6 months. It is possible to teach me how you do this so I can update the ported version too? (I will recieve an R36s for xmas!)

Of course! The controls are as follows ( I am still playing with this, so not final but wanted to map what I could. Will definitely be moving things around until it feels more comfortable)

We have up/down/left/right for movement. Then we have L1 as a modifier (basically, letting us use all the buttons a 2nd time) so that gives us diagonal movements and extra actions.

Controls

| Button | Action |

|--|--|

| Dpad | Move |

| L1 + DPAD | Move Diagonal|

| A | grab |

| B | apply/use |

| X | throw |

| Y |  wait 1 turn |

|L1 + A | equip |

|L1 + B | remove |

|L1 + X | drop |

|L1 + Y | examine |

| L2 | list discovered items |

| R1 | view inventory |

| R2 | write message |

| L1 + L2 | Enter Text Input Mode |

| L1 + R1 | close door |

| L1 + R2 | cancel action |

The only issue I currently have is entering user/password. The way it works in these handhelds is that you enter them kind of like a high score (activate text input and then scroll with up/down until you get the letter you want)
This is fine for username, but the password is all * so hard to enter too complex of a password.

From what I see, there are two approaches. One would be to possibly add a virtual keyboard through Godot, the other would be to supply these in a txt file and have that pushed to the game, though I don't think you actually store the credentials for me to pass them this way, but I haven't tested it yet.

I have the current build here https://drive.google.com/file/d/1drOQ9kKosZXaN9JXIrrXIWmza0UmRJzx/view?usp=shari... which you can open and read the controls.ini and coop catacombs.sh in vscode to see what it's doing!

Thanks again for the great game!

Developer

Oh! nice! Im working on a new update for the game right now. But I will try to simplify inputkeys, UI, controls, etc. I can also add a button to add a keyboard for the login process. Also every action (equip, remove, apply, throw) can be accesed from the inventory menu (actions are at the bottom for each item). Maybe I can let you use directional keys to select the desired action, simplifying the input_key mapping...
I will test this when I have the R36S :P

(1 edit) (+1)

I actually just added a very basic credentials loading from a text file to the wip port, but some official solution would be obviously better :)

GL with your R36S, lets pray you will not receive some bad clone :)

Oh nice, I see what you mean by the inventory menu! I think directional buttons there would be great and simplify things!

Also, like Ganimoth mentioned, they did get the password input working by using a txt file, but that does require decompiling the game, updating it, and recompiling it, so I'd rather not go that route.

With the R36S, do know that they do not have built in WIFI, so in order to play you would need a usbc wifi dongle. I am using a RG35XX + which is slightly more than the R36S but does give you wifi/bluetooth.

Let me know when you have the new build and I can test the update with the port to make sure it works well with it.