A/D and W/S again

If I press C and V right now, here’s what writes out

cvvvvvvvvvvvvvvvvvvv

If you wan’t to talk “standardized”. Even if it is standardized or industrial or ‘proper’, it doesn’t mean it’s correct. In this case convenience would be correct, having A and D output nothing is inconvenient. A then D should output D, not nothing.

Since we’re talking movement bugs, here is another one that resurfaced due to a recent update, walking backwards is glitched in some games. Documentation - Roblox Creator Hub [/advertise]

I don’t think this is natural, expected behavior.

It’s definitely not intuitive that W would override S. And especially not intuitive that A would override D or vice versa.

Honestly, if you want this type of functionality in your game, just add it yourself.
Isn’t that why PlayerScripts were added in the first place?

[quote] [quote=“Echo” post=167173]Skyrim and Inquisition don’t cancel input (behave like ROBLOX pre-playerscripts)

I’d like to know which games you’re referencing, and if any at all require you to rapidly move in different directions as you need to do when swordfighting in ROBLOX. [/quote]

All source games do this IIRC.[/quote]

But do they resume movement when you release one of the conflicting keys?[/quote]

I do this in Cube Simulator. I use a while loop to detect which keys are currently being pressed. It is the most logical way of doing it, since you can’t move the cube in 2 opposite directions, just like you can’t move your character in two opposite directions. Priority made rotating the cube seem gitchy and not as intended (which is vital to forcing people to fall off). I think Roblox is doing the right move here

i would make it prioritize the most recently pressed key but idk

[quote] I don’t think this is natural, expected behavior.

It’s definitely not intuitive that W would override S. And especially not intuitive that A would override D or vice versa.

Honestly, if you want this type of functionality in your game, just add it yourself.
Isn’t that why PlayerScripts were added in the first place? [/quote]

WWWWWRRRRRROOOONNNNGGGGGG

Realistically speaking, it is expected that PlayerScripts are a 1:1 direct port from pre-existing controls and adding in support for controls that have not existed in roblox before. While having up override down when both are held is not intuitive, it is expected that the behavior is carried over exactly. Now, I’m being a little insensitive because the pull request doesn’t recreate the exact behavior, but I feel justified because it is similar to the expected behavior and extends it to work in all directions.

Guess I wasn’t clear.
It wasn’t expected behavior before PlayerScripts. It’s really nothing more than lazy programming.
Logically, it makes no sense that input would be prioritized. It just isn’t intuitive or expected by new users.

Also, comments like that don’t really belong here. Let’s keep things professional?

Guess I wasn’t clear.
It wasn’t expected behavior before PlayerScripts. It’s really nothing more than lazy programming.
Logically, it makes no sense that input would be prioritized. It just isn’t intuitive or expected by new users.

Also, comments like that don’t really belong here. Let’s keep things professional?[/quote]

Well, I’ll make myself more clear (hopefully) too, that way we can both be on the same page: Because it is now a common trope in games to prioritize opposing input by chronology, it stands to reason that roblox should also do that because new players expect it.

I wasn’t correct in writing a huge “wrong” because I did not refute anything you said. That was erroneous of me.