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  1. S

    Found a way to enable follow camera in combat

    It's actually a more basic, intuitive level I'm thinking of - to have the game move the cursor for you while you yourself try to move it in another direction just feels as struggling with your input. It could work, perhaps even create an interesting effect, but I think the only way to tell is by...
  2. S

    Found a way to enable follow camera in combat

    I can't readily think of a way of demonstrating that through a gif that you interact with yourself - beyond the images you already made, I would have to make a mini game to demonstrate it. But when saying it might seem counter-intuitive, it's because you would then have to "fight" the cursor...
  3. S

    Found a way to enable follow camera in combat

    But with the spacebar held down, you are using the mouse to rotate the camera, which is why that solution isn't very ideal when trying to swing the mouse to attack as well. And I didn't say you should click the gif, strike the cursor over it all you want, circle it, avoid it, it's all yours to...
  4. S

    Found a way to enable follow camera in combat

    I figure it comes down to what feels most intuitive (and I worry a cursor moving with the world might become too frustrating). No matter what, I get the feeling that delving further into that would be a bit moot at this point. It is the exact same thing in a 3d situation. The extra dimension...
  5. S

    Found a way to enable follow camera in combat

    Well, it doesn't absolutely take away any control as you can still compensate yourself for the camera rotation (i.e. it doesn't provide any hard limt), but otherwise yes, you are absolutely correct, which is why I stated that the most valid criticism I can think of is that it made it too easy...
  6. S

    Found a way to enable follow camera in combat

    Try to hit this ball in the air with your mouse cursor as precisely as you can: Now try this: While hyperbolic, that's what it comes down to. The one has a static camera relative to the world, the other to your target.
  7. S

    Found a way to enable follow camera in combat

    ... but that it's not possible to control a cursor and rotate a camera at the same time is the entire point in that the game would take over camera rotation for you (until you tell it to stop doing it again). And I don't feel it's fair to compare the clunkiness of a camera rotating with the...
  8. S

    Found a way to enable follow camera in combat

    Thanks for making that, Blodetsprutar. It's actually option one that I'm myself in favour of (I'd call it "fixed cursor relative to screen"), even if I can see option two as having some advantages in certain situations.
  9. S

    Found a way to enable follow camera in combat

    It "messes" with the directional mouse input only in the sense that it compensates for the potential movements of your opponent - which in far the most cases is what you want anyway. You make an overhead swing, and in the movement, your opponent moves to the right and since your camera rotates...
  10. S

    Found a way to enable follow camera in combat

    The cursor isn't locked to the centre of the screen. Providing the camera orientation was locked to your opponent and your cursor was, say, 100 pixels right of your opponent, then the opponent moves, the camera rotates, and the cursor would still be roughly 100 pixels right of your opponent...
  11. S

    Found a way to enable follow camera in combat

    If you notice the image I posted earlier, it explains exactly why in each of the situations you mention, the auto-adjusting camera would only help you target right. If you make an overhead swing and the target moves, it would simply adjust the swing trajectory to compensate for the opponents...
  12. S

    Found a way to enable follow camera in combat

    I don't demand to be convinced why it shouldn't be implemented. I fully respect the integrity of the developers' choice to pursue their own intuition, their own preference, their vision for how the game is to be played etc. That's not what's at issue here. It's solely a matter of how it's...
  13. S

    Found a way to enable follow camera in combat

    I love all these creative analogies, but I'm not sure whether they really contribute with anything new. It comes down to saying that people are too conservative - which is a strange accusation when the proposal is also considered to be impossible because it goes against the conventional control...
  14. S

    Found a way to enable follow camera in combat

    Well, true, I acknowledge some ambiguity by what I mean by 'focus' then (it's better explained in the topic I linked above). The focal point is always on the player character and I'm not arguing against that, but what I mean is best described as camera orientation (as I mentioned above), with...
  15. S

    Found a way to enable follow camera in combat

    But how is it different than me constantly hitting space to focus the camera on the opponent? That works perfectly fine even when fighting multiple opponents, and there's no logic that prevents it from working. Pardon the pun, but your drinking vessel analogy simply doesn't hold water ;) And...
  16. S

    Found a way to enable follow camera in combat

    I don't want to derail this topic further than I already have, but I made a lengthy post about it here: http://www.baremettle.com/forums/index.php?threads/suggestion-camera-locking.1885/
  17. S

    Found a way to enable follow camera in combat

    No. It's a matter of controlling orientation alone, not position.
  18. S

    Found a way to enable follow camera in combat

    Not to beat a dead horse, but there is an option three, namely a camera locked to a moving object, while the character orientation locked to the cursor. And with all due respect, Madoc, I think you are overestimating how much a camera orientation locked to an opponent would hamper the ability...
  19. S

    Exanima 0.4.1.1: Combat Movement Changes

    Yeah, definitely an improvement on combat movement... :)
  20. S

    Instead of a difficulty setting...

    I think my point is that each have their preference. I'm not arguing for realism here, just for a more adaptable experience.
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