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So im confused on how to map the gamepad controls in this build, it was much more simple in past builds with the menu. But now with typing /remap i dont know how to bind controller inputs. If you could help that would be awesome.

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It's like

/remap jump gp1b1

for gamepad 1, button 1 (1-4 are front buttons, 5-8 are triggers/bumpers, 9-10 are Start/Select)

or 

/remap left -gp1x
/remap right gp1x

for X axis (either analog or dpad)

Sorry for the mess - Spelunky SD is (I think) my 3rd most popular mod, but also the one that utterly failed to attract any support for my months of work (grand total of $11 in donations), so, to save time, the newer features are mostly mashed up from parts of other mods or personal projects, and these don't always work with each other, so they get swapped out for something else that still works whenever I need to update a big chunk of it.

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Sad to see that not much support was put forward, this is a great mod and I'd love to see more work put towards it, but thats your choice. My friends and I have been playing this mod over Frozlunky for Spelunky HD everyday for a cweek or two now because of more stability and a higher max players and better screen systems. Good Job dude.

libcurl.so.4 doesn't existe on ubuntu18.04...

The dependency list can be found in this old post.

quick question: how do you change controls? I have both spelunky classic and sd from Itch.io

There's a chat command called "/remap". Writing it as-is shows names of inputs. Doing "/remap <name>" shows what the current mapping is. Doing like "/remap attack S" changes mapping. Supports some basic expression operators (e.g. "S|D" to accept either of two, or "gp1x<-0.5" for custom deadzones on gamepad).

hey can you write or make a video showing a tutorial about this? i got so many errors

Uhh like can I play this like...uhh local...uhh coop???? UHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH?

or uhhh is it just uhhh online plauyherh and not multiplauyherh

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It doesn't have local coop because it is not possible to zoom out the camera (like in Spelunky HD) due to pixelart, but you can open an extra window(s) of the game alongside, "host direct" on one of them, and "join direct" (with default IP-port) on the other(s). Then each window will follow their own player, kind of like ad-hoc split screen.

Deleted 117 days ago
Deleted 117 days ago

Removing "steam_api.dll" should fix that. I was doing some tests as to whether SSD could be made to use Steam API like Wasteland Kings Together does, and apparently left the files in.

OHMYGOSH! I love this game but multiplayer is amazing. Thank you so much for putting this together. Really. This is great.

Love your work!

Ok so it's probably asking a lot but what would really be cool if you could do a local, online, or couch multiplayer for Binding of Isaac. This would be phenomenal, I mean I know it would be a lot of work because of game mechanics and all but that would be absolutely amazing.

Thanks once again.

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Alas, it's not so easy - I was able to add online multiplayer to this selection of games because they are all freeware titles, and the developers had published the source files for them somewhere.

While (with a lot of time and effort) it is possible to mod some games even without having the associated source code, it is highly impractical, and I think in such cases it should be up to the developer of the game to hire someone to do online multiplayer implementation (moreover if the game is commercial and stuff).

Additionally, the original Binding of Isaac is said to be made with very outdated tools, noticeably lowering the odds of it being possible to do anything new with it, even if the developers were to decide to do something with it. No idea about the new one.

This makes sense. Thanks.

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