Hello, I am new there and first I must say you are awesome.
Then I was wondering if there were a possibility to change the touch screen buttons layout for the web player … My problem is that my RM2K3 game has a lot of parts involving the numeric pad (which is not user friendly but… Still there)
For example I have a dumb short game in the game where the users has to input random numbers from 0 to 9 with the numeric pad…
And then the game become a kinda complex Action-RPG with the key 0 to shoot, and shift to change the weapon…
I assume that for now this game is not playable in web version on mobile device.
Is there a way to customise the layout like we can do in the Android app? Or something like that?
Side note: I don’t see the touch screen buttons layout when the game is in fullscreen mode, on my mobile phone. It only shows when it’s not in fullscreen mode and it is a pity because the adress bar is showing too, reducing the screen play… Tested on Xiaomi Redmi Note Pro 10…
Hello.
This is possible but you must know a bit of web development for it.
Open the index.html that is bundled with the Web Player in a text editor.
Search for div id="apad". Here the touch buttons are defined.
Every key needs a data-key and a data-key-code. You can get the keycode on https://keycode.info/
Add new buttons there and modify the stylesheet to position them.
There isn’t really much more we can help here. If you have any further questions about styling and so on I recommend to ask someone who is more knowledgable about web development than me.
I did that because some custom systems done with event in RPG Maker 2003 (like systems with pictures) may require double key inputs (diagonal movements). I know most of the time it is useless because RPG Maker 2003 has only four directions for movements as default, but well, I did it.
It will have features, like an Eye Icon that toggles On/Off the numeric keypad.
Maybe I’ll add the Fast Forward button too.
This is what i wrote so far code wise:
it’s still only on the design phase, I’m starting writing the arrow CSS right now.
I have to study all the wizardry you made, to adapt it to the layout i’m making…
I am not sure that MDI icons are better than SVG for performance, especially because my SVG are really optimized / minimal. But your right key pad is really well designed so it’s more dev-friendly to customize or to make it configurable. You can consider later an option for swapping Enter and Escape because some player (used to Nintendo controllers, for example) prefer using the right button for validation and the down button for cancelling. The third button could be another key than Shift when the numbad is hidden, or being hidden too, depending on the game requirement.
I guess the arrow pad is a placeholder or you will have some challenge to detect which arrow is pressed. You can always consider to copy mine which stand on only 4 or 8 SVG paths.
Another inspirational topic is for example indiexpo which have created the indiepad for its indieconsole, the point is to use our smartphone as a game controller while the game is displayed on another device like the computer. It’s really smart but still, it’s limited by the number of available keys.
Meanwhile I have enhanced a bit the “simulateKeyboardEvent” function that I showed in my previous post: