don't forget, ban the runners that are having too much fun!
I mean that goes back to them not really being able to handle the show. They don't know how to moderate the content. They want to maintain a PG-PG13 type of show but they have no clue what that would actually entail.
oh, I feel like it could be interesting if done correctly and in short bursts
When it's done in spurts it's fine but like in a lot of First Person games you have people just trudging through a void for ten minutes at a time and doing it like eight times it's boring as fuck.
Live commentary is just a given now, so you're better off watching a run on the runner's channel if you're actually interested in the game
The only reason to watch GDQ is for the stuff that isn't the game
I like it when the runners actually explain what's going on, and why it's happening from a technical standpoint. I've never ever seen a twitch stream of a speedrun game where someone does that, because the streamer has explained it 10000 times in previous runs so instead you listen to them talk about the cute dog they saw walking to the store or how they wish they were dead memes
all the online tutorials I can find are completely useless, only teaching a way to check indiviual keys with no ability to check if multiple keys are pressed. checking the docs I found a way to do this for keyboard buttons - but there's nothing similar for controllers.
you may need to keep your own copy of the current state of the buttons in your own variables, and then use the SDL "button pressed" and "button released" events to update your local copy of the current state? then your game logic looks at your own variables instead of asking SDL what the current state is?
I'm not sure quite how your code works
you're definitely right about it being really horrible code to write, my SDL2 event handling code is a complete mess
you may need to keep your own copy of the current state of the buttons in your own variables
That's my current direction of thought too. Did youo really work with th e KEYUP and KEYDOWN event states? I can't work with the event struct at all. When I check a button using it I get stuck on it and can't figure out how to check multiple buttons in one frame.
Meanwhile I learned of SDL_getKeyboardState which neatly arranges an array with all the keystates to be checked in an individual frame. Problem is the description in the doc implies it may not register presses if the user presses a button while input is still being processed - whatever that means. My current guess it refers to a while(SDL_PollEvent(&event)) loop, which I wouldn't be using anyways in this case. So maybe my current approach is fine but I have no way of being sure.
I need to check out the getButton function when I'm at home. Maybe I'm onto something when I can read controler input as well w/o using the event struct.
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I'm not sure quite how your code works
Not at all. I'm still just setting up the gameloop and pretty much only trying to figure out the best way to do input handling.
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you're definitely right about it being really horrible code to write, my SDL2 event handling code is a complete mess
You gotta wonder what they were thinking. Unless I'm missing something, the event struct is near useless... And there's no info on the web, or at least I can't find any, that would prove otherwise.