I've uploaded a tarball of the source code to the Google Code page and updated the Source link in the infobox of the article. I do plan to contact Sam Hocevar to see whether he's interested in incorporating my changes into the baseline code, however. --HunterZ 16:19, 19 September 2011 (CEST)
Hm. I think I'd prefer having "jump" and "climb down" mapped to the nunchuck stick.... The "less intuitive ladder climbing" is really bad... especially when you're being swarmed by monsters and you need to do it fast. Otherwise, cool game! --Mr. Reaper 20:24, 21 September 2011 (CEST)
- I had originally implemented it that way, but the controls felt very squirrely. There were some other issues going on with my analog stick code, though, which I ended up improving later on for left/right, so I may have thrown the baby out with the bath water regarding the up/down mapping. I could probably add a configuration option that can be set in meta.xml to choose which way to map it.
- I'm currently working on trying some custom SDL code from tueidj (who ported CorsixTH) that might give me a way to eliminate widescreen stretching. If I get good results from that then I might put in the mapping option and release an update.
- --HunterZ 22:00, 21 September 2011 (CEST)
Is this update still in the works? I stopped playing the game because of the frustrating control issue, thinking I'd start playing again once there was an update that made the controls better.... So... I guess I'm still waiting :) --Mr. Reaper 18:31, 2 April 2012 (CEST)
- Sorry for dropping the ball on this. I bit off more than I could chew with ideas for further changes, after having burned myself out on getting the initial port done. I've got the source under version control on the Google Code site, so it should now be easier for me to make small/incremental changes without becoming overwhelmed. --HunterZ (talk) 09:19, 8 June 2013 (CEST)
- Doh! Thanks for the heads-up. I've corrected it in the source repository, although it's minor enough that I probably won't bother pushing out another end-user update until/unless I end up making some other changes at some point as well.
- I'm glad you find the joystick up/down controls suitable. I think I can tolerate them now that I added configurable axis-independent deadzones, but in my internal tests before that it was much too jumpy (literally and figuratively!). I still generally prefer my wacky original button mappings, but it feels like a better general product now that there are more choices. --HunterZ (talk) 22:34, 18 June 2013 (CEST)