that's how the process of learning works, but for some reason, when it comes to programming, instead of getting the "aha" of solving a puzzle, we get a "d'oh, how could i have been so stupid", it's fucked up
Indeed. Even more frustrating is I'm pretty sure I did this exact same thing when I wrote an app on the oculus go years ago.
fwiw that doesn't reject diagonal inputs, you may want to do something similar to what chatGPT said except with a threshold, i.e. if the |x| : |y| ratio isnt, say, less than 0.8 or more than 1.2, you can reject the input as being too close to a diagonal input.
Only bother with this if you actually want to reject diagonals of course, this is especially not useful for menuing in a list that's only horizontal or only vertical navigation.
yeah you might want to have people try it out a little bit because ive found that having thresholds right in the middle can feel weird (granted not for gamedev but for other rotating things)
Yeah, preventing diagonals was my original intention with the secondary threshold, but these thumbsticks are so unreliable that I think I'm better off sticking to a single axis. Originally I was gonna go with a grid of 2 x 2 for my answers, but there's no reason I can't simplify them to a single column. Also, this trivia thing is occurring within the confines of a lewd game so simplifying it would also probably help with keeping the player from getting flustered. I am intending a time limit on it.๐โโ๏ธ
If that's the case, you might want to arrange your options in a diamond and have selection work as up/left/right/down, and instead of navigating and pressing A, have option select be by holding the stick in a cardinal direction for a duration. Sort of like how a weapon wheel works. I'm struggling to think of an example that's been implemented somewhere that makes this more clear but I'm gonna go scour youtube real quick
e: it's called a radial menu. Possibly consider a radial menu - all you have to do is take a tan(x_value / y_value)
and compare it to some ranges for up/left/down/right, it's button-free and from a UX perspective it's less likely to result in a misinput
If it's not like a core mechanic of the entire game don't go to all this trouble though lmao I'm just passionate about UX
Oooh. I don't know if I'll implement it, but that is a good idea, thanks! It's certainly got the juices flowing. Anything that reduces the amount of times they fumble around looking for a button would be helpful.
I didn't play it but didn't Mass Effect do something like that with their dialogue options?
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Game Development