The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Starbase Café => Topic started by: Bigryan on February 16, 2010, 10:40:56 pm



Title: Keyboard/mouse input
Post by: Bigryan on February 16, 2010, 10:40:56 pm
Hi, I'm a making a SC tribute game.  The original star controls only had keyboard input.  How important is mouse use to this style of gaming nowadays?


Title: Re: Keyboard/mouse input
Post by: Death 999 on February 17, 2010, 05:04:34 pm
Important enough that someone I know who would have liked the game tried it for about a minute, uninstalled it, and said, 'get back to me when it has mouse support.'


Title: Re: Keyboard/mouse input
Post by: ziper1221 on February 17, 2010, 05:39:55 pm
That was my original opinion until I really got into it.


Title: Re: Keyboard/mouse input
Post by: Bigryan on February 18, 2010, 02:16:55 pm
Yeah,  I think players now expect it.   Adding it isn't so difficult, the problem is deciding how it should be added I guess.   

In combat, would that be cool to have your ship rotate and move towards the mouse pointer? 


Title: Re: Keyboard/mouse input
Post by: Dabir on February 18, 2010, 02:37:13 pm
Mouse pointers move fast, ships have limited turning rates and directions. If the cursor had some artificial speed limitation I can see it working for a game with more possible angles than SC's 16, but that's getting dangerously close to geometry wars.


Title: Re: Keyboard/mouse input
Post by: Alvarin on February 18, 2010, 04:37:55 pm
If you have battle system like in the game "Abuse", where you steer your character by keyboard and your shooting aim by mouse it could work. Especially for the ORZ. Mouse is most essensial in the game options and inventory, I think, rather than in the combat itself. Also is useful in dialogues.


Title: Re: Keyboard/mouse input
Post by: RTyp06 on February 18, 2010, 05:20:34 pm
For UQM I'd rather be able to use a USB, dual shock, joypad. Typically with 8 buttons. Everybody has 'em these days. Mouse control for melee would be annoying .


Title: Re: Keyboard/mouse input
Post by: Death 999 on February 19, 2010, 06:41:05 pm
The mouse support she wanted was just for the menus. Key control for ship combat is only fair.


Title: Re: Keyboard/mouse input
Post by: SweetSassyMolassy on February 19, 2010, 07:32:07 pm
The mouse support she wanted was just for the menus. Key control for ship combat is only fair.

Is that really a huge improvement? It isn't that hard to scroll through the menu options using the up/down arrows. The only thing I think it would improve greatly is map navigation. Overall I think the improvements would be kind of minor.


Title: Re: Keyboard/mouse input
Post by: Dragon on February 19, 2010, 09:13:43 pm
For UQM I'd rather be able to use a USB, dual shock, joypad. Typically with 8 buttons. Everybody has 'em these days. Mouse control for melee would be annoying .
I'd also rather have gamepad support than mouse support.  And now I'm going to stop typing before I start ranting about Direct Input/XInput again.


Title: Re: Keyboard/mouse input
Post by: Novus on February 20, 2010, 09:54:40 am
For UQM I'd rather be able to use a USB, dual shock, joypad. Typically with 8 buttons. Everybody has 'em these days. Mouse control for melee would be annoying .
UQM works fine with a gamepad; I'm using a Logitech Dual Action to play UQM 0.6.2 as I type (just to prove I don't need to give input focus to the UQM window at all). No use of the setup menu was needed other than to map the "escape" combat action to a button and assign the joystick to a player; the default setup allowed navigation of menus using the both the D-pad and left stick (and buttons 1 and 2). You don't really need to touch the keyboard at all except to pause, exit and so on (and this can even be mitigated with a little strategic editing of keys.cfg). However, there is a bug in UQM (that I can't find a Bugzilla entry for; probably because the control configuration system was rewritten, fixing the bug, before the bug was discovered) that essentially deletes any joystick/gamepad from the configuration files if you start UQM without it; to reset this and gain access to your gamepad, delete keys.cfg from your UQM configuration directory.


Title: Re: Keyboard/mouse input
Post by: RTyp06 on February 20, 2010, 06:53:05 pm
Wow! Thank you Novus.


Title: Re: Keyboard/mouse input
Post by: Death 999 on February 22, 2010, 06:25:41 pm
The mouse support she wanted was just for the menus. Key control for ship combat is only fair.
Is that really a huge improvement? It isn't that hard to scroll through the menu options using the up/down arrows. The only thing I think it would improve greatly is map navigation. Overall I think the improvements would be kind of minor.

That's what I said.


(edited to clarify: that's what I said to her)


Title: Re: Keyboard/mouse input
Post by: SweetSassyMolassy on February 22, 2010, 07:03:17 pm
Actually, the more I think about it, hyperspace navigation without using autopilot would be pretty near impossible if you used mouse only for navigation. Unless you pointed on a section of the mini map and wherever you clicked the ship went.


Title: Re: Keyboard/mouse input
Post by: CelticMinstrel on February 22, 2010, 11:29:17 pm
The mouse support she wanted was just for the menus. Key control for ship combat is only fair.
Indeed, I would not want to use a mouse to replace the arrow keys in controlling the ship. Using the mouse for the user interface only is fine (it would be most useful in the Hyperspace map).


Title: Re: Keyboard/mouse input
Post by: el_bloom on February 23, 2012, 12:18:45 am
after mouse (touchpen) support is implemented I could start playing this game  ;D  (damn, first I was happy fiddling this to work on a Pearl VX-35 easy, after the first click came the error ^^)

I would  :-* the humans making this possible and donate them some BEEEER !

(http://pc-not.de/vx-35/weep.JPG)


Title: Re: Keyboard/mouse input
Post by: Admiral Zeratul on February 24, 2012, 01:21:23 am
Mouse support would be great for controlling the Orz turret. Other than that, I don't think it would be much of an improvement.


Title: Re: Keyboard/mouse input
Post by: Draxas on February 24, 2012, 03:50:55 pm
It would sertainly help on a device without a keyboard, though, which I think is what he's getting at here.


Title: Re: Keyboard/mouse input
Post by: Lukipela on February 24, 2012, 04:35:06 pm
after mouse (touchpen) support is implemented I could start playing this game  ;D  (damn, first I was happy fiddling this to work on a Pearl VX-35 easy, after the first click came the error ^^)

What? (http://www.google.se/search?q=Pearl+VX-35&oe=utf-8&rls=org.mozilla:sv-SE:official&client=firefox-a&um=1&ie=UTF-8&hl=sv&tbm=isch&source=og&sa=N&tab=wi&ei=V61HT-ewKfD04QS3hNnKDg&biw=1680&bih=883&sei=Bq5HT663NsbP4QTcwvi0Dg)

It would sertainly help on a device without a keyboard, though, which I think is what he's getting at here.

Or have him drive off the road while playing SC II on his navigator. Seriously, what. I get that porting to many different platforms is important, but when can playing this game on a navigator for your car ever be more useful than on your phone or computer?


Title: Re: Keyboard/mouse input
Post by: onpon4 on February 24, 2012, 05:28:38 pm
Maybe he doesn't have a smartphone. Though frankly, if that's the case, he should get a Pandora (http://openpandora.org/) for his gaming needs. ;)


Title: Re: Keyboard/mouse input
Post by: Admiral Zeratul on February 24, 2012, 11:39:22 pm
Why would you game on a phone anyway, when you can do it on a proper computer?


Title: Re: Keyboard/mouse input
Post by: onpon4 on February 25, 2012, 12:49:43 am
Why would you game on a phone anyway, when you can do it on a proper computer?

Phones are more portable. Same goes for the Pandora or a hacked PSP.


Title: Re: Keyboard/mouse input
Post by: CelticMinstrel on February 25, 2012, 10:57:59 pm
I really don't think this game is very well suited to a phone, though.


Title: Re: Keyboard/mouse input
Post by: onpon4 on February 26, 2012, 12:44:22 am
I really don't think this game is very well suited to a phone, though.

What if you had an iControlPad? :P


Title: Re: Keyboard/mouse input
Post by: Lukipela on February 26, 2012, 08:14:49 pm
I really don't think this game is very well suited to a phone, though.

I've got it installed on my smartphone, Android version. And I agree, maneuvering really isn't very easy. I can't even hit planets properly. Though that might be my lack of console experience. But if you have a proper d-pad or such I think it'd be a lot easier and ight be fun for a long trainride or similar.


Title: Re: Keyboard/mouse input
Post by: onpon4 on February 26, 2012, 09:50:11 pm
I really don't think this game is very well suited to a phone, though.

I've got it installed on my smartphone, Android version. And I agree, maneuvering really isn't very easy. I can't even hit planets properly. Though that might be my lack of console experience. But if you have a proper d-pad or such I think it'd be a lot easier and ight be fun for a long trainride or similar.

Like I said, iControlPad. It's a bluetooth controller that attaches to your phone for gaming controls. You might want to check it out.

Of course, I don't know if the Android port of UQM can make use of it or not.


Title: Re: Keyboard/mouse input
Post by: Lukipela on February 27, 2012, 09:36:16 pm
Meh, I'm a casual enough gamer that peripherals don't really excite me.