Eternal Nights [WIP]

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Post » Fri Feb 06, 2015 4:38 am

It looks like you've put a lot of time into this. Adding gamepad controls would help a lot.
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Post » Fri Feb 06, 2015 6:08 pm

Awesome. Thanx guys. +1 to all of you. :D

I designed the game with just keyboard in mind, considering laptop users that might not want to plug their mouse in. Instead, I'll add the ability for user to choose keyboard, mouse/keyboard or gamepad on my next build.
I'll also look into the attack issue as well. I've had other testers say the same thing.
I did forget to update the control screen but there is "Shift" for running and when you press "B" it will pause the screen and show you stats. I'll make sure it's clearer.

PhoenixNightly wrote:NP +1 just mean I agree with what Dhoeke stated :). Well for me I think now just IMO use the keyboard for movement and the mouse clicks for attack and block like left for attack right button for block. Because I get a bit finger tied if I want to attack and back up at the same time or block. Don't seem like the most conventional controls. That is what killed me from playing certain games when they strayed from the norm. Usually shift would be used for running. But that is just my opinion it easier for the user to play if it uses something they already learned. Maybe a pause screen so that they can see the controls whenever they need to.

Did you change something since I last played??


Yes, I did change something. I did a quick fix to the loadout screen, where when the user died and came back to the screen everything would be unequiped. I also fixed a little bug with the AI strength incrementing exponentially, ignoring the armor you choose.
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Post » Sat Feb 07, 2015 12:12 am

Honestly to save some time you shouldn't really have to do all that for controls. You can just have it automatically detect the input.

So lets say they hit space or they hit the left click or the gamepad A Button since they will do the same thing just make a 'OR' statement in the condition.

if SPACEBAR or MOUSE LEFT or GAMEPAD A Button DO THIS.

Just a thought but you don't have to do it that way if you don't want to. Saves them from having to tell the game which one. The easier to get right into game the better. All they need to know is the control.

Any other way would just add unnecessary work and redundancy in your event sheet.

EXAMPLE
Code: Select all
if SPACEBAR or MOUSE LEFT or GAMEPAD A Button -- PLAYER ATTACK.

VS

if CONTROL is KEYBOARD
         Iif SPACEBAR -- PLAYER ATTACK
if CONTROL is KEYBOARD/MOUSE
         if MOUSELEFT CLICK -- PLAYER ATTACK
if CONTROL is GAMEPAD
         if GAMEPAD A --PLAYER ATTACK
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Post » Sat Feb 07, 2015 5:23 pm

PhoenixNightly wrote:Honestly to save some time you shouldn't really have to do all that for controls. You can just have it automatically detect the input.

So lets say they hit space or they hit the left click or the gamepad A Button since they will do the same thing just make a 'OR' statement in the condition.

if SPACEBAR or MOUSE LEFT or GAMEPAD A Button DO THIS.

Just a thought but you don't have to do it that way if you don't want to. Saves them from having to tell the game which one. The easier to get right into game the better. All they need to know is the control.

Any other way would just add unnecessary work and redundancy in your event sheet.

EXAMPLE
Code: Select all
if SPACEBAR or MOUSE LEFT or GAMEPAD A Button -- PLAYER ATTACK.

VS

if CONTROL is KEYBOARD
         Iif SPACEBAR -- PLAYER ATTACK
if CONTROL is KEYBOARD/MOUSE
         if MOUSELEFT CLICK -- PLAYER ATTACK
if CONTROL is GAMEPAD
         if GAMEPAD A --PLAYER ATTACK


Unfortunately, the movement configurations i used for the keyboard won't work with mouse but most of what you said works. Like for attacks.. I've completed the implementation of the mouse already. I'm still testing it though. Appreciate your input.
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Post » Sat Feb 07, 2015 5:34 pm

Oh no I wasn't referring to the movements be included with the mouse just things like attacking or actions. Cause I saw you said have a option for pure keyboard play or mouse/keyboard play you can negate that by just including with the space bar an OR for left mouse click since the mouse left click suppose to do the same as if the space bar was hit. Not everything purely mouse just where it would fit.
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Post » Sat Feb 07, 2015 7:33 pm

i did misunderstand but we are on the same page. I didn't put all the movement input on the mouse. I can't see that working out.
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Post » Sat Feb 07, 2015 10:22 pm

:D OKAY. We're waiting to see more. Also I don't think her saying comments at the start of the level was originally there. Good touch and like that it changes.
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