Author Topic: Portal control scheme  (Read 20631 times)

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Offline Builderboy

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Re: Portal control scheme
« Reply #15 on: July 11, 2010, 05:43:17 pm »
Soo i tried 22.5 degrees and it was a lot more difficult than expected to press the 2 keys needed with only one hand and still have it register and be accurate in timing.  That, and the fact that if you didn't press the 2 keys close enough together, it would result in 2 portals being shot, which would mess up what you already had in place, a side effect i didn't foresee.  As a summary, im sticking with 45 for user simplicity, and ease of use.

Offline DJ Omnimaga

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Re: Portal control scheme
« Reply #16 on: July 11, 2010, 05:45:12 pm »
It's ok, it's not like 45° was THAT hard, after all ^^

Offline calcdude84se

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Re: Portal control scheme
« Reply #17 on: July 11, 2010, 06:14:57 pm »
okay, that's fine. As was said, 22.5 was a bit of an unneeded luxury anyway. (No writing puzzles that need 22.5, then :P)
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Offline andrepd

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Re: Portal control scheme
« Reply #18 on: August 24, 2010, 02:09:48 pm »
hmm, well if you say so... anyways my opinion as a big portal fan is that 22.5 degrees would be the best option to line portals correctly. The ease of use is compromised when you are limited to an 8-directional fire line. It's limitating that you can only shoot portals in that precise range... As pressing the keys *exactly* at the same time is nearly impossible, the portals would be shot on release... Just my PoV... But if you tested and really felt that it's not easy to use then...

Offline Builderboy

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Re: Portal control scheme
« Reply #19 on: August 24, 2010, 02:26:50 pm »
Yeah, it would have been nice, but the control just felt really delayed, and hard to use.  And since 45 degrees is the most that is supported, all puzzles will obviously be solvable with 45 support, so there is no worries there.

Offline DJ Omnimaga

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Re: Portal control scheme
« Reply #20 on: August 24, 2010, 05:02:04 pm »
What Builderboy said. I agree 22.5 would have been nice, but we need to remain realistic in terms of calc hardware and language limitation. ALthough andrepd if you got a solution for Builderboy to make it faster (like Axe source code), feel free to share. :)

Offline Builderboy

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Re: Portal control scheme
« Reply #21 on: August 24, 2010, 11:19:32 pm »
Well the problem isnt speed of the language per say, but the fact that since you need to *release* the buttons to shoot a portal, it makes it much less precise in terms of shooting, and it makes it feel like there is a delay.

Offline DJ Omnimaga

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Re: Portal control scheme
« Reply #22 on: August 24, 2010, 11:20:05 pm »
aah yeah true. :S

Offline Runer112

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Re: Portal control scheme
« Reply #23 on: August 25, 2010, 05:17:41 am »
It sounds like I might be a little late to be supporting 22.5, but what about extending the radius of keys detected around the "5" key to 2? So instead of having just the numbers 0-9, you'd have all the numbers, "x2", ",", "(", ")", etc. going all the way around.

Offline Builderboy

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Re: Portal control scheme
« Reply #24 on: August 25, 2010, 12:38:20 pm »
Hmm thats doesn't sound intuitive nor easy to program, not only is there a rough transition between the number pad and the operator keys, but it also uses the On key D:

Offline Runer112

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Re: Portal control scheme
« Reply #25 on: August 25, 2010, 12:45:01 pm »
Yeah, now that I think about it, it probably wouldn't be that easy to use on 84s anyways, because of the unaligned key layout.

Offline thepenguin77

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Re: Portal control scheme
« Reply #26 on: August 25, 2010, 04:15:32 pm »
I tried that in geometry wars. It doesn't work well just because of how big of a square that is. Going all the way from x^2 to enter just doesn't feel natural. Also, that method uses ON which works quite a bit different than the other keys. I'm not even sure if you could read it in axe.
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Offline DJ Omnimaga

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Re: Portal control scheme
« Reply #27 on: August 25, 2010, 04:26:42 pm »
Yeah I'm not too sure if a lot of people would like to have to use that many keys or such large range of keys just for shooting portals.