Good evening, all. As corny as it sounds, I'm developing a "perfect system" (as far as MY map goes anyways) that involves keyboard movement with the least amount of delay/lag/whatever you wanna call it.
Long story short - I have come up with a system using the ARROW keys only... And this is an RPG. This is more so of a poll than anything else. Would you feel comfortable playing an RPG with arrow keys instead of WASD? Thanks.
Why not both? lol. I do prefer WASD because its frequently used, plus with WASD you have the mouse to aim with. =D
It kinda depends on the map you are making, is it multiplayer? If so, WASD might be better as detecting the arrow keys with triggers create lag, while with WASD you can put them as abilities in the unit's command card and detect when that ability is cast instead. Idk about this, i've seen a couple of movement systems developed by skilled people in this forum, you should check them out.
I think I'm gonna give them the option to have mouse movement (no lag), wasd movement (lag), and keyboard movement (no lag). I am just curious if anyone actually uses the keyboard before I implement this. I don't think too many people will use the mouse too often, especially while moving. It is multiplayer, so many things come into consideration.
ANYWAYS - The system I'm using involving keyboard movement actually just sets the camera bounds to be really tiny (0.005). This way it "locks" the camera but still allows camera movement to occur. Although NO camera movement is done with 0.005 camera bounds (left and right will move VERY slightly, not noticeable at all) the game will still pick up the user is moving the camera. This is where I would then issue the order to move.
The only problem I'm coming across this camera trick is that it's really "jumpy" as I constantly rechange the camera bounds for the player. It actually jumps the camera, causing a shaky camera effect. It's a very low shake, but it probably can get annoying at high amounts.
EDIT: Just tested with 0.001 camera bound, it has no left/right movement at all.
Mille proved that all of the input methods (data abilities, triggered keyboard events, triggered mouse events) lag exactly the same. There is absolutely no difference between them in terms of speed, but obviously the triggered ones are easier to deal with if you know programming.
Good evening, all. As corny as it sounds, I'm developing a "perfect system" (as far as MY map goes anyways) that involves keyboard movement with the least amount of delay/lag/whatever you wanna call it.
Long story short - I have come up with a system using the ARROW keys only... And this is an RPG. This is more so of a poll than anything else. Would you feel comfortable playing an RPG with arrow keys instead of WASD? Thanks.
@Enexy: Go
No reason to disallow changing the control scheme; let the player choose.
Considering how I'm left handed, I'm fine with arrow keys lol.
Why not both? lol. I do prefer WASD because its frequently used, plus with WASD you have the mouse to aim with. =D
It kinda depends on the map you are making, is it multiplayer? If so, WASD might be better as detecting the arrow keys with triggers create lag, while with WASD you can put them as abilities in the unit's command card and detect when that ability is cast instead. Idk about this, i've seen a couple of movement systems developed by skilled people in this forum, you should check them out.
I dont care myself, but I can tell you, a good deal of players would indeed complain.
@Zolstice: Go
I think I'm gonna give them the option to have mouse movement (no lag), wasd movement (lag), and keyboard movement (no lag). I am just curious if anyone actually uses the keyboard before I implement this. I don't think too many people will use the mouse too often, especially while moving. It is multiplayer, so many things come into consideration.
Thanks for the input so far guys!
@Enexy: Go
There is no such thing as "no lag" movement.... whether it is mouse or wasd...
doesnt matter on the manner of wasd movement you use either.....
@SouLCarveRR: Go
Wow... CarveRR, wow.
ANYWAYS - The system I'm using involving keyboard movement actually just sets the camera bounds to be really tiny (0.005). This way it "locks" the camera but still allows camera movement to occur. Although NO camera movement is done with 0.005 camera bounds (left and right will move VERY slightly, not noticeable at all) the game will still pick up the user is moving the camera. This is where I would then issue the order to move.
The only problem I'm coming across this camera trick is that it's really "jumpy" as I constantly rechange the camera bounds for the player. It actually jumps the camera, causing a shaky camera effect. It's a very low shake, but it probably can get annoying at high amounts.
EDIT: Just tested with 0.001 camera bound, it has no left/right movement at all.
@Enexy: Go
whats the "wow" about?
Mille proved that all of the input methods (data abilities, triggered keyboard events, triggered mouse events) lag exactly the same. There is absolutely no difference between them in terms of speed, but obviously the triggered ones are easier to deal with if you know programming.
@DarkRevenantX: Go
I'm aware of the latency issues, fellas. Please stay on topic.
@Enexy: Go
Then what your creating isn't lagless...
On topic but I would prefer WASD, its awkuad to try and play on the arrow keys