• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Akari, Selene, Mint, Solana - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Seperating the "Pause" and "Cancel" controls

  • 112
    Posts
    10
    Years
    • Seen Nov 17, 2023
    I'm surprised this hasn't bothered anyone else, but I really don't like the fact that the "Pause" and "Cancel" controls are tied to the same key. A friend of mine who was testing my game made this more apparent to me when he attempted to play with a controller, which generally has two separate buttons for pausing and canceling. I'm using FL's customizable controls script, but it only changes which keys perform the function rather than changing the function itself.


    I don't mind the "Pause" control staying mapped to the "X" key, but is there a way to either script a different key for "Cancel", or at least make "Esc" only cancel without also making it pause?
     
    I'm not sure why this would bother anyone, as it is rather comfortable to have fewer buttons do more things.

    But anyways, in the script you mentioned is the following line: "def self.defaultControls". As I understand it, you could simply remove or alter whatever you like in those lines.

    Alternatively you can set your controls to whatever you like in "PSystem_Controls" under "def self.buttonToKey(button)". As for the button codes, visit this page.
     
    Back
    Top