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IDProjectCategoryLast Update
0018375Starward RogueGameplay IssueJan 22, 2016 7:27 am
ReporterBluddy Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.900 
Fixed in Version0.970 
Summary0018375: Wonky mouse?
DescriptionI may be wrong, but it seems to me that mouse controls were changed over the last couple of versions. It's very hard for me to aim now on a laptop (touchpad).

Currently, the mouse tries to stay in the same place no matter where the mech is. This makes it feel awkward to aim, since I have to adjust both the mech and the aim constantly to track enemies. Also, sometimes due to the location on-screen, the mouse doesn't stay on the same spot, and instead moves with the mech. The inconsistency makes it even harder.

I believe (but could be wrong), that the mouse used to work the same way as in Nuclear Throne, ie. the mouse cursor moves with the mech to make sure you're keeping the same angle/distance from the mech. This was easier, but I'll admit that it's possible I'm just used to that control scheme.
TagsNo tags attached.

Relationships

related to 0018216 resolvedChris_McElligottPark Unable to lock the camera 

Activities

Bluddy

Jan 20, 2016 2:49 pm

reporter   ~0044456

I loaded up Nuclear Throne to check. They keep the player character in the same area on the screen no matter what, to make sure that the angle to the mouse reticule is near constant.

If this was an intentional change, it's a huge one, and greatly affects the feel of the game. To me, it feels wrong, since what I want to maintain is the shooting angle rather than the exact location I want to hit.

Bluddy

Jan 21, 2016 5:33 pm

reporter   ~0044525

Let me be more specific about the problem:

Say your mech is moving up. When the room has sufficient distance to scroll from where you were, the cursor will stay in same position and so will the mech relative to the cursor. This feels right. This is how you want it to be, and is similar to previous behavior.

However, as you approach the top edge of the room, the mech will approach the top of the screen. There's no more room to scroll. Your cursor now points to the wrong place relative to the mech. This feels completely wrong. It's also inconsistent, since as I'm describing here, it only happens some of the time.

My suggestions:
- Option 1 is to go to the previous scheme, which was good. It worked well.
- Option 2, if you really want to show more of the room, is to detect when you're approaching the edge of the room in a large room and zoom out a little to show more of the room, while keeping the orientation of the mech and cursor the same as in option 1. This will allow a wider view while maintaining the angle between the mech and the cursor.

Chris_McElligottPark

Jan 21, 2016 10:12 pm

administrator   ~0044546

Sorry for being so slow on responding. I saw your comments on this yesterday and was hoping to get this in yesterday. But I was up until 3am getting some things done so that the trailer guys could finish the trailer. Such a big set of bottlenecks I am.

Anyway, this will be in place today, prior to release. You raise good points. Sorry you felt ignored -- was not intentional! I know that I was responding to and closing a lot of other ones around this one, but I tend to leave the ones that require a bit more discussion or mental effort or whatever sitting there longer when I'm in a crunch like this.

Bluddy

Jan 21, 2016 10:20 pm

reporter   ~0044550

No problem -- I know what crunch time's like. I just wanted to make sure I got your attention for what I consider the big issues.

Other than a few minor issues, the game's looking real good -- it's marketing time.

Chris_McElligottPark

Jan 21, 2016 10:37 pm

administrator   ~0044551

For sure -- I really appreciate all the support and help throughout this process, too. You have been incredibly instrumental with a lot of your insightful criticisms. You don't take much crap from a game, which is useful. ;)

Chris_McElligottPark

Jan 22, 2016 7:27 am

administrator   ~0044596

Thanks!

* The game no longer clamps to the room boundaries by default (unlike the last few versions). For some people that behavior will be preferable, but since a lot of people liked it fine without that, we've made the default not to use the clamping. The option to enable that is now in the Game tab directly in the settings menu.

Issue History

Date Modified Username Field Change
Jan 20, 2016 12:30 pm Bluddy New Issue
Jan 20, 2016 2:49 pm Bluddy Note Added: 0044456
Jan 20, 2016 5:25 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 20, 2016 5:25 pm Chris_McElligottPark Status new => assigned
Jan 21, 2016 5:33 pm Bluddy Note Added: 0044525
Jan 21, 2016 10:12 pm Chris_McElligottPark Note Added: 0044546
Jan 21, 2016 10:13 pm Chris_McElligottPark Relationship added related to 0018216
Jan 21, 2016 10:20 pm Bluddy Note Added: 0044550
Jan 21, 2016 10:37 pm Chris_McElligottPark Note Added: 0044551
Jan 22, 2016 7:27 am Chris_McElligottPark Note Added: 0044596
Jan 22, 2016 7:27 am Chris_McElligottPark Status assigned => resolved
Jan 22, 2016 7:27 am Chris_McElligottPark Fixed in Version => 0.970
Jan 22, 2016 7:27 am Chris_McElligottPark Resolution open => fixed