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 Post subject: Control options?
PostPosted: Wed May 13, 2009 4:45 pm 
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Joined: Wed May 13, 2009 4:42 pm
Posts: 1
Will there be any option for alternative controllers or controls? I love Grim to death but even I have to admit that the default keyboard controls were a bit misery. I would very much welcome the option for gamepad support, alternative key binding, or in a LONG shot... mouse point & click support?


Thanks.

...bysmitty


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 Post subject:
PostPosted: Wed May 13, 2009 5:25 pm 
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Joined: Mon May 04, 2009 8:06 am
Posts: 66
really? I kinda like the controls:)

But in any case, there is a joystick option in residual, so I don't think mapping that to any gamepad/stick/control device should really be a problem in the future. And if I remember correctly, there is an option to enable mouse control in the debug console, but I guess aquadran can answer that more accurately.


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 Post subject:
PostPosted: Wed May 13, 2009 9:37 pm 
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I like the default controls, too, but it would also be nice to assign different keys (like for laptops or anyone who just feels like they'd like to change the key bindings). But mouse control? I don't know. Since the game was designed with the concept no mouse firmly in mind, it seems to be that would be pretty clunky (think hotspots, for instance) even if doable. Anyway, what's wrong with joysticks or gamepads (which the game already supports)?


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 Post subject:
PostPosted: Wed May 13, 2009 10:47 pm 
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Joined: Wed May 13, 2009 8:55 pm
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MeddlingMonk wrote:
But mouse control? I don't know.


I remember many reviewers and also gamers criticized "cumbersome control" and lack of mouse support when the game was released. I got used to it but adding mouse support would some players surely appreciate.


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 Post subject:
PostPosted: Wed May 13, 2009 11:48 pm 
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Joined: Thu May 07, 2009 9:18 am
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I'd say no to mouse support it's not how the game was designed to be played and I'm sure quite a few puzzles just won't work with mouse controls.

But a big yes please to custom key configuration and joypad support.


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 Post subject:
PostPosted: Thu May 14, 2009 12:27 am 
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Ezekiel000 wrote:
I'd say no to mouse support it's not how the game was designed to be played...


Thank you. I sort of wanted to say that myself more clearly than I did.

As a general, personal, preference I'd like ResidualVM to stick close to it's ScummVM roots and just make the game playable on many platforms rather than go the Exult route (and I say that as someone who really likes Exult).

Quote:
...and I'm sure quite a few puzzles just won't work with mouse controls.


I'm sure you're right but I can't think of any examples. Except that, it suddenly comes to me (after 10+ years), that Manny is the friggin' cursor! That little epiphany makes the idea of mouse control seem really nuts.

I do get how and why a lot of people don't like the lack of mouse control but like it or loath it, it's integral to the game's design. I can see the point of wanting the option, but still...


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 Post subject:
PostPosted: Thu May 14, 2009 7:27 am 
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Joined: Fri May 08, 2009 2:25 pm
Posts: 56
To use control pads in games that werent designed for them I use software called Xpadder. It allows me to map buttons on my gamepads to work as keyboard buttons.


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 Post subject:
PostPosted: Thu May 14, 2009 7:46 am 
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MeddlingMonk wrote:
Manny is the friggin' cursor!


Yes, Manny is kind of the mouse cursor controlled by the keyboard. But you have to push button constantly when Manny is moving while with mouse a click is sufficient and some people prefer it. So I would let the gamers choose (of course only if it is possible to implement fully working mouse interface).


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 Post subject:
PostPosted: Fri May 15, 2009 12:19 am 
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Yeah, but that means adding another interface element, and one that 'spoils' the intent of the designers. Of course, choice is a fine thing. It could all be academic if it isn't possible. And I suppose there's also the question of how far implementing the game might stray into modifying it.

And a discussion like this can go around in circles forever, so I think I'm going for force myself to get off now before anything bad happens.


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 Post subject:
PostPosted: Fri May 15, 2009 11:52 am 
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that reminds me of a case with Sherlock Holmes: the Awakened and it's "Remastered Edition".

it was originally a first-person keyboard-driven adventure game, but it was later released also as third-person point and click. but this was first-person -> third person, thus the free-roaming area was relatively easily transform, but even there, there was much work.

http://www.youtube.com/watch?v=2s0JVcGK ... re=related

to make grim fandango point and click, a lot of redesigning should be overgone and adding much to the original game. some angles should added and the game is basicly pre-rendered 3D, so what is needed here is omnipotence (which would break established natural laws) to add another dimension without redesigning and altering the whole game.

so the choice is to reconsiliate tim schafer and lucasarts, so that he can make a new edition of the game, or a team should be made which would produce their own redesigned grim fandango, which i find would be herecy to change such a perfect game, or at least without tim schafer.

cheers


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