Super Hexagon

Super Hexagon

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DustyBlue 2012 年 11 月 27 日 上午 11:03
Mouse controls
Please, for the love of god.
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正在显示第 136 - 150 条,共 168 条留言
^1K^7r3m 2013 年 4 月 4 日 下午 7:08 
I'm personally against support for anything but keys and mouse button as well as game pad. Anything that defies the press (press x times or press and hold) changes the entire dynamic of the game and would make it too easy and noobish.
Carth 2013 年 4 月 6 日 下午 5:28 
引用自 Lazy Shell
Agreed 100%, this game needs mouse control; using buttons I constantly over- or under-shoot because timing button holds makes turning unnecessarily inaccurate. It wouldn't break the balance at all, you still need precise control, it's just that with a mouse you actually -have- that precise control. And hell, if it does make the game too easy, it wouldn't be too much effort to just make it harder. Balance should never be an excuse for lacking control precision.
Completely agree with this post. The game shouldn't be hard due to imprecise controls, it should be hard due to the difficulty of the gameplay (i.e. reaction times, precise movement, knowledge/experience of the game). Every time I overshoot slightly but cannot adjust my position with a small counter-movement, I am reminded of the controls being imprecise, whereas in a game with good controls you shouldn't even notice the controls once you've learned them; the challenge should come from overcoming the problems presented by the game itself, such as 'move your triangle left this amount before this wall hits you'.
^1K^7r3m 2013 年 4 月 6 日 下午 8:12 
I've invested 38 hours into this game and despite having the patterns down for Hyper Hexagonest for at least a week now it took me until today to beat it. I'm sure plenty of people have invested less time, but this is also around 30 minutes at a time added up. It takes time. You can't play a game like this that requires you to memorize your movements and move accordingly and expect to master it. As I mentioned earlier. Precision controls would take away from the game.
Mike Likely 2013 年 4 月 23 日 下午 5:45 
The way I see it is - whilst the controls are absolutely essential to how the game plays, this game isn't about control, it's about timing. Fussng over digital or analogue input, and even arguably delay, unless you're migrating from touch screen to kb/m, is to miss the point. Consider the cursor an indicator of aligning gaps, not a representation of your location. For all intents and purposes, the cursor is a full 60 degrees, not a point. Worrying about where you land in the correct 60 degrees is nowhere near as important as landing within that 60 degrees is. Save some extreme unfortunate cases, you should be able to manage any transition between patterns, and if you're failing on what appears to be an issue of imprecision, it's most likely because your muscle memory (which can and will account for input lag of its own accord) is faltering.
^1K^7r3m 2013 年 4 月 23 日 下午 11:30 
引用自 Mroing #AG
Save some extreme unfortunate cases, you should be able to manage any transition between patterns, and if you're failing on what appears to be an issue of imprecision, it's most likely because your muscle memory (which can and will account for input lag of its own accord) is faltering.

I have to agree with this statement. Practice increases muscle memory and the more you play, the better you'll get and the longer you'll make runs eventually. It could be a quick or gradual process, or it could peak at some point I guess. Challenging your friends is always fun too. :)
PILLS 2013 年 5 月 20 日 下午 6:55 
They should add mouse support and make a harder level because it would be easier to control.
^1K^7r3m 2013 年 5 月 20 日 下午 10:49 
What do you mean by add mouse support? There already is mouse support. Right click = dodge clockwise, left click = dodge counter-clockwise, both buttons = start game, either button to cycle levels, middle button is like a back button. What other mouse support would you need? It's already easy to control.
DustyBlue 2013 年 5 月 20 日 下午 10:57 
引用自 Kr3m
What do you mean by add mouse support? There already is mouse support. Right click = dodge clockwise, left click = dodge counter-clockwise, both buttons = start game, either button to cycle levels, middle button is like a back button. What other mouse support would you need? It's already easy to control.

Talking about mouse motions, not mouse buttons, obviously. The idea of analogue controls. That's been the topic here this whole time.
Amadan 2013 年 5 月 20 日 下午 10:59 
引用自 PILS
They should add mouse support and make a harder level because it would be easier to control.

Unless you were joking that's a little silly, they'd have to rename the game to Super Heptagon, which doesn't have the same ring to it.
^1K^7r3m 2013 年 5 月 20 日 下午 11:11 
引用自 DustyBlue
Talking about mouse motions, not mouse buttons, obviously. The idea of analogue controls. That's been the topic here this whole time.

I'm not sure why there would be a benefit of mouse movement to mouse clicks being that the movement of the hero/cursor/what have you, would still be exactly the same. Clicks versus movement should in theory provide more control being that movement is subject to DPI, acceleration, and a ton of factors that would just make this game more difficult for most people.
hoolahoopz 2013 年 5 月 22 日 上午 4:22 
I'm not sure why you would need to use the middle mouse button to die...
TimmyKnuckles 2013 年 5 月 30 日 上午 8:27 
Dusty I came to the forum as I too was surprised at the on/off style of game control. Very much in agreement with you on your points.
After playing for longer though, and getting better at the controls, they do start to become more intuitive, as a few people have pointed out.

Because of the extreme pace of the game it's become clear to me keeping the controls extremely simple i.e. on/off (start/stop) is the only way to ensure success. The comments about acceleration/deceleration are completely valid. In the end, a more analog style control would actually slow you down overall.
That said, it would be cool if a track-ball controller would work well with this game.
Or like Tempest, which uses a spinner knob type thing.

Of course, when using keyboard (or mouse clicks) a "half-speed" modifier may be helpful to increase precision in certain instances. However, it's likely just a substitute for good timing.

Perhaps the thing that maybe most frustrating for me now is the problem of overshooting/undershooting your target. Clearly, to master the game you must be always looking at the bigger picture. But when you do this, it's not uncommon to lose track of where your cursor is located inside the wedge. So, typically when your cursor is right on the border between two wedges, you'll often end up moving too far, or move not enough, to successfully enter the next wedge.



DustyBlue 2013 年 5 月 30 日 下午 8:44 
Yeah, I've come to that stance myself now. Thanks for your thoughtful post.
DallasDanielle 2013 年 6 月 2 日 下午 11:04 
The only reason I bought this on PC was for mouse controls. It's the same thing as my iPhone and I feel like I wasted 2.99 on buying it again.
internisus 2013 年 6 月 3 日 下午 8:27 
If you want "mouse controls," meaning something smoother and more free than digital on/off input, then you just don't get it. That would be a fundamentally different game. It's not just an absurd complaint; it's sacrilege.
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发帖日期: 2012 年 11 月 27 日 上午 11:03
回复数: 168