Like your standard game, instead of pressing the cancel button to enter the menu, I'd like to have it so that 'enter' opens the menu and pressing it again in the very main part closes it again.
Normally, the menu is a window selectable, so it merely closes with the :B "cancel" button.
[Request] 'Enter' as Start Menu Button instead of :B, press again to exit?
● ARCHIVED · READ-ONLY
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All buttons can be changed by the player if he/she presses F1 and reconfigures the keyboard.
That is neccessary because people in different countries have different keyboard layouts - and because this definition has to be done by the player, it is rather difficult and problematic to change it from the developer's side.
I suggest to simply give the player a text info that he/she can manually change the button assignments by pressing F1. -
You cannot default-ly change it so that cancel does not call the menu, however. You can change this or that key to :B, which is the key used for Cancel, Text Skip, and Menu, just as you can't define a specific "Start Menu" key.
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Hello Arsist. How would the other functions like accessing the current selection (while in the menu) or event activation (while on the map) work?
Imagine the player is in front of an event (NPC maybe?) and presses the enter key, how would the game know if the player intended to access the menu or to interact with the event? -
By disabling the Enter key as an action button
(I did so with this http://himeworks.com/2013/07/full-input-keyboard/ so that it would be auto-disabled instead of having to be turned off manually). So Enter is no longer an action button, in the idea that it would be used as a Start Button. -
Which creates a whole new problem, as most people expect enter to work as an action button. If you redefine the buttons to something too weird, everyone will complain about your keyboard input method used.By disabling the Enter key as an action button
(I did so with this http://himeworks.com/2013/07/full-input-keyboard/ so that it would be auto-disabled instead of having to be turned off manually). So Enter is no longer an action button, in the idea that it would be used as a Start Button. -
In that case, I can use backspace as the start menu button.
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I don't expect Enter to work as an action button. I don't expect to use enter at all when it comes to RPG maker.Which creates a whole new problem, as most people expect enter to work as an action button. If you redefine the buttons to something too weird, everyone will complain about your keyboard input method used.
Most of the games I've played don't use Enter either for triggering something.
Maybe others' experiences have been different, but when it comes to keyboard-oriented games, Enter didn't really have much of a place other than to enter cheat codes or something -
Sorry, I was thinking space. Though most non-RPG Maker games seem to use enter as well, so if you get a player not used to an RPGMaker game, the first time they hit enter and it pulls up the menu it will surprise them.
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Umm, I only ever use Enter as the action button. To me that is default.
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I use either Enter or Space.
I agree - if the player wants to use other keys, let THEM decide to do it, and which ones they want to use. Changing key functionality only confuses people who have played other RM games and expect them to behave a certain way unless they specifically say otherwise.