My thoughts on controls remain the same,
I think the default controls are very good, they are fluid, and thanks to the air physics since 2.1, allow for amazing manoeuverability even in mid-air by combining strafing and turning at the same time, which is something you don't see in any other game.
Analog just doesn't work well in SRB2. It's a sprite based game, the sprites do NOT convey what direction you're facing accurately at all, and it leads to the thok being unusable for any platforming segment unless you're going straight forward, because you'll just blast off to the side into the unknown half of the time. The result is platforming, notably, feeling extremely clunky because the analog controls just don't allow for all of that fine tuning I mentionned on the above paragraph.
I think a lot of the confusion comes from directionchar, but even then, the tutorial explains everything to the Player and why they will always thok forwards; because there's where they can actually see
Finally, about controllers, I think the best move yet was to make Jump and Spin on the trigger buttons (which to my knowledge, was effective since 2.1?); this FPS button mapping allows you to fluidly control both your character and the camera at the same time without it feeling awkward, and it's a really comfy experience, although my preference still remains on keyboard only.
Overall, I think a lot of the issues people are having is them not bothering to learn these controls only because they're different? The first boss, as mentionned Whackjood previously, should serve as a good test of whether or not you've mastered the art of strafing while keeping your eyes on your target, and in those precise situations that I think the current control scheme really shines.
I think the default controls are very good, they are fluid, and thanks to the air physics since 2.1, allow for amazing manoeuverability even in mid-air by combining strafing and turning at the same time, which is something you don't see in any other game.
Analog just doesn't work well in SRB2. It's a sprite based game, the sprites do NOT convey what direction you're facing accurately at all, and it leads to the thok being unusable for any platforming segment unless you're going straight forward, because you'll just blast off to the side into the unknown half of the time. The result is platforming, notably, feeling extremely clunky because the analog controls just don't allow for all of that fine tuning I mentionned on the above paragraph.
I think a lot of the confusion comes from directionchar, but even then, the tutorial explains everything to the Player and why they will always thok forwards; because there's where they can actually see
Finally, about controllers, I think the best move yet was to make Jump and Spin on the trigger buttons (which to my knowledge, was effective since 2.1?); this FPS button mapping allows you to fluidly control both your character and the camera at the same time without it feeling awkward, and it's a really comfy experience, although my preference still remains on keyboard only.
Overall, I think a lot of the issues people are having is them not bothering to learn these controls only because they're different? The first boss, as mentionned Whackjood previously, should serve as a good test of whether or not you've mastered the art of strafing while keeping your eyes on your target, and in those precise situations that I think the current control scheme really shines.