Re: [Audyssey] MOTA Mouse Support

2009-05-22 Thread Pranav Lal
snip you could hold down the left button and drag the mouse left for a big 
jump to the left. Any thoughts on this?
PL] this sounds significantly more intuitive.

Pranav


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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Ken
I play Quake with the mouse all the time, and I haven't had any problems.  I 
use the scroll wheel to change weapons, and would be in dire straights if I 
ended up going from a lightning gun to an axe...  But as I said, I haven't 
had any trouble with it.





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- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 20, 2009 9:59 PM
Subject: Re: [Audyssey] MOTA Mouse Support


That'd be pretty tough to do, on my mouse at least. I tend to only click 
with one finger, so my hand stays pretty steady on the mouse. But then 
again I've never played a really intense game. My brother and dad never 
seemed to have much of a problem with the scroll wheel while playing 
diablo, though I guess it wasn't as much of a problem there, the one place 
I'm thinking of in particular is the paladin and his auras, I guess in 
that situation if you happened to smack the scroll wheel by accident you'd 
just end up using a different aura a bit further down the line rather than 
your intended one. Not nearly as bad as switching to a gun with no ammo or 
a shorter range, or even worse, a melee weapon.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, May 20, 2009 6:12 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Mouse Support


Hi,
Hmmm...That is a thought. Although, the one consern about using the wheel 
to switch weapons is that wheel is awefully easy to accidently turn. It 
would bite if you were left clicking like mad and hit the wheel and 
instead of your trusty mp5 you ended up using a pistol or something on 
accident. Might be better if you actually have to click the middle mouse 
button instead of turn the wheel. Good idea though.

Smile.

Shadow Dragon wrote:
It'd also be cool to cycle your weapons with the wheel, though it would 
still be a lot quicker to do it with the numbers row. just a thought, 
kind of diablo skill switching inspired.



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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Munawar Bijani

Hi Tom,
That's odd. I've never had trouble with the Alt key in DirectInput...I 
wonder if it was a Managed DirectX issue. Either way, you can probably 
disable the system menu pulldown so that there's no menu bar to go to in 
the first place. Smile. I'm glad to hear Java is working out for you, that 
was indeed a huge switch!

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 20, 2009 8:02 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Scott,
That is because the alt key is the jump key in beta 5. As to why I made 
the switch it requires a bit of an explanation.
When I first created Mysteries of the Ancients I intended the alt key to 
jump just as it is in Tomb Raider and several other mainstream games I 
like to play. Only problem was is that DirectInput seamed to ignore the 
alt key and I often found myself pressing alt to jump and ended up in the 
system menu. Well, since porting Mysteries of the Ancients to the cross 
platform engine written in Java the alt key now works without that 
problem. So I switched to alt instead of control.
Another reason I switched jump to alt is that it frees the control key up 
for more actions. For Example, since control is now free I can use it to 
have the player crawl left/right which may come in handy on higher game 
levels. You might have to crawl through a narrow passage to get to some 
hidden treasure room or just to get through a certain level.



Scott Chesworth wrote:

Is there any reason why you're thinking of binding jump modifier to
alt instead of control?  Makes sense in my mind if they're bound to
ctrl, its one less thing to remember when making the transition to
playing with a mouse.  I was thinking that perhaps you could bind
either the jump or sprint modifier to the middle mouse button (the
wheel clicks for that even on most two button mice I think?) to give
more of an emphasis on using the mouse in combat.  Which one people
use more out of jumping ducking and sprinting I guess we won't know
until the replies come in, but for me it's more about jumping and
ducking in combat.

hth
Scott




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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Thomas Ward

Hi Corry and all,
Letting the end user remap the mouse, keyboard, change all kinds of game 
settings might be nice, but it isn't realistically feasible from a 
programming point of view. What many non-developers fail to recognize is 
that there are some very strict guidelines professional developers try 
to follow when developing software. These guidelines are there to 
hopefully produce a better product.
First, keep the design simple. Keeping the code and over all design as 
simple as possible makes it easier to maintain the program, perform 
upgrades, fix bugs, and prevent bugs in the program. Adding lots of user 
choices and options only complicates the program and makes testing, 
debugging, and maintaining the program more difficult in the long run. 
That is one reason why I don't include a lot of end user options.
Second, use only as many system resources as absolutely necessary. Even 
in todays computing environment where we have plenty of processor power, 
memory, and faster disk drives, etc it is no excuse to waist system 
resources unnecessarily. Cutting down the amount of memory, processor 
power, etc required by the application will in turn result in a faster, 
lighter, smoother running application. When a developer adds all kinds 
of user options all that ends up doing is waisting more memory and cuts 
down on over all program execution time. Even if it is a few KB of 
memory and a few milliseconds of time it is still a bad habit to get 
into, and is a poorly designed program.
AS it happens Beta 5 is fairly resource intensive right now, and I am 
trying to work on the engine to cut down the amount of resources it 
uses. On systems with lots of speed and memory the system resources 
aren't that bad. However, I've tried it on a couple of older machines 
here and the game constantly crashes with memory errors. It seams 
anything less than 512 MB of ram won't cut it for this game right now, 
and I want to fix that if I can. Make the game use less memory, 
processor power, and run smoother on both older and newer systems. If I 
were to add all kinds of user options such as personal configurations 
for the mouse I will no doubt increase the memory and speed problems 
instead of resolve them. So I am reluctant to add too many end user 
settings and configurations.

Smile.


Cory Kadlik wrote:

think we should be able to choose



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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Charles Rivard

In short, does the acronym KISS apply?  (grin)
---
Shepherds are the best beasts.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 21, 2009 4:13 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Corry and all,
Letting the end user remap the mouse, keyboard, change all kinds of game 
settings might be nice, but it isn't realistically feasible from a 
programming point of view. What many non-developers fail to recognize is 
that there are some very strict guidelines professional developers try to 
follow when developing software. These guidelines are there to hopefully 
produce a better product.
First, keep the design simple. Keeping the code and over all design as 
simple as possible makes it easier to maintain the program, perform 
upgrades, fix bugs, and prevent bugs in the program. Adding lots of user 
choices and options only complicates the program and makes testing, 
debugging, and maintaining the program more difficult in the long run. 
That is one reason why I don't include a lot of end user options.
Second, use only as many system resources as absolutely necessary. Even in 
todays computing environment where we have plenty of processor power, 
memory, and faster disk drives, etc it is no excuse to waist system 
resources unnecessarily. Cutting down the amount of memory, processor 
power, etc required by the application will in turn result in a faster, 
lighter, smoother running application. When a developer adds all kinds of 
user options all that ends up doing is waisting more memory and cuts down 
on over all program execution time. Even if it is a few KB of memory and a 
few milliseconds of time it is still a bad habit to get into, and is a 
poorly designed program.
AS it happens Beta 5 is fairly resource intensive right now, and I am 
trying to work on the engine to cut down the amount of resources it uses. 
On systems with lots of speed and memory the system resources aren't that 
bad. However, I've tried it on a couple of older machines here and the 
game constantly crashes with memory errors. It seams anything less than 
512 MB of ram won't cut it for this game right now, and I want to fix that 
if I can. Make the game use less memory, processor power, and run smoother 
on both older and newer systems. If I were to add all kinds of user 
options such as personal configurations for the mouse I will no doubt 
increase the memory and speed problems instead of resolve them. So I am 
reluctant to add too many end user settings and configurations.

Smile.


Cory Kadlik wrote:

think we should be able to choose



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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Thomas Ward

Hi,
If I knew how to disable that system menu I certainly would. I've looked 
through all of my C# .NET materials and can't find any documentation how 
to remove the system menu from the screen.
As for moving to the Java platform it wasn't too bad. I already had 
Genesis 3D ported to Java 6 so porting the game over was fairly simple, 
and only took about a week of editing and debugging. The bigger problem 
is that the engine needs some serious proformence tuning and editing to 
operate as well as Beta 4. I've noticed the game is a massive memory hog 
when it is running when I tested it on low memory systems like an old 
laptop I have laying around here 256 MB was definitely not enough. I 
constantly get out of memory errors, and sometimes I get that error on 
512 MB systems in a room full of items and monsters. So I have been 
doing a lot of work making the game run faster, lighter, and better. 
Mainly instead of depending on Java's garbage collecter I've taken 
memory management into my own hands and that seams to be giving me 
improvements already. I just need to locate were all the major 
bottlenecks are and kill them.


Munawar Bijani wrote:

Hi Tom,
That's odd. I've never had trouble with the Alt key in DirectInput...I 
wonder if it was a Managed DirectX issue. Either way, you can probably 
disable the system menu pulldown so that there's no menu bar to go 
to in the first place. Smile. I'm glad to hear Java is working out for 
you, that was indeed a huge switch!

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is 
only useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com



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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Thomas Ward

Hi Charles,
Smile. It sure does. From the first day I stepped into a computer 
programming class the instructers repeatedly reminded the students to 
keep it simple stupid. They reminded us that complex code didn't always 
give us superior results, and often lead to more problems, bugs, etc 
later on in development. In short complicated code usually leads to a 
major pain in the butt. One any developer wants to avoid. Grin.


Charles Rivard wrote:

In short, does the acronym KISS apply?  (grin)
---
Shepherds are the best beasts.



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Re: [Audyssey] MOTA Mouse Support

2009-05-21 Thread Cory Kadlik

I see your point. as always, great ideas! Keep up the great work
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 21, 2009 7:13 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Corry and all,
Letting the end user remap the mouse, keyboard, change all kinds of game 
settings might be nice, but it isn't realistically feasible from a 
programming point of view. What many non-developers fail to recognize is 
that there are some very strict guidelines professional developers try to 
follow when developing software. These guidelines are there to hopefully 
produce a better product.
First, keep the design simple. Keeping the code and over all design as 
simple as possible makes it easier to maintain the program, perform 
upgrades, fix bugs, and prevent bugs in the program. Adding lots of user 
choices and options only complicates the program and makes testing, 
debugging, and maintaining the program more difficult in the long run. 
That is one reason why I don't include a lot of end user options.
Second, use only as many system resources as absolutely necessary. Even in 
todays computing environment where we have plenty of processor power, 
memory, and faster disk drives, etc it is no excuse to waist system 
resources unnecessarily. Cutting down the amount of memory, processor 
power, etc required by the application will in turn result in a faster, 
lighter, smoother running application. When a developer adds all kinds of 
user options all that ends up doing is waisting more memory and cuts down 
on over all program execution time. Even if it is a few KB of memory and a 
few milliseconds of time it is still a bad habit to get into, and is a 
poorly designed program.
AS it happens Beta 5 is fairly resource intensive right now, and I am 
trying to work on the engine to cut down the amount of resources it uses. 
On systems with lots of speed and memory the system resources aren't that 
bad. However, I've tried it on a couple of older machines here and the 
game constantly crashes with memory errors. It seams anything less than 
512 MB of ram won't cut it for this game right now, and I want to fix that 
if I can. Make the game use less memory, processor power, and run smoother 
on both older and newer systems. If I were to add all kinds of user 
options such as personal configurations for the mouse I will no doubt 
increase the memory and speed problems instead of resolve them. So I am 
reluctant to add too many end user settings and configurations.

Smile.


Cory Kadlik wrote:

think we should be able to choose



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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Scott Chesworth
Is there any reason why you're thinking of binding jump modifier to
alt instead of control?  Makes sense in my mind if they're bound to
ctrl, its one less thing to remember when making the transition to
playing with a mouse.  I was thinking that perhaps you could bind
either the jump or sprint modifier to the middle mouse button (the
wheel clicks for that even on most two button mice I think?) to give
more of an emphasis on using the mouse in combat.  Which one people
use more out of jumping ducking and sprinting I guess we won't know
until the replies come in, but for me it's more about jumping and
ducking in combat.

hth
Scott

On 5/20/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hello everyone,
 At this point in time I am working on improving mouse input support for
 Mysteries of the Ancients beta 5. Now, that i think I have it working
 correctly I was wondering about what actions you would prefer being
 assigned to the mouse. Below is a tentative default layout for the
 mouse. Feel free to agree or disagree with this mouse layout.

 Player Actions

 Climb Down: mouse back
 Climb Up: mouse forward
 Draw/Holster Weapons: right click
 Jump Left: alt+mouse left
 Jump Right: alt+mouse right
 Jump Up: alt+mouse forward
 Perform Action: left click
 Sprint Left: Shift+mouse left
 Sprint Right: shift+mouse right
 Walk Left: mouse left
 Walk Right: mouse right

 Menu Actions

 Menu Next: wheel back
 Menu Prier: wheel forward
 Menu Select: left click

 An alternative stream of thought I have had is instead of assigning
 weapon controls to the left and right mouse buttons is use them as jump
 and sprint modifiers. So instead of using alt+mouse left to jump left
 you could hold down the left button and drag the mouse left for a big
 jump to the left. Any thoughts on this?
 Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Munawar Bijani

Hi,
I like these ideas; they all seem logical to me. However, I think the action 
button should be pressing straight down on the mouse wheel rather than the 
left click. That would free up left click for something else.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, May 20, 2009 2:37 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
At this point in time I am working on improving mouse input support for 
Mysteries of the Ancients beta 5. Now, that i think I have it working 
correctly I was wondering about what actions you would prefer being 
assigned to the mouse. Below is a tentative default layout for the mouse. 
Feel free to agree or disagree with this mouse layout.


Player Actions

Climb Down: mouse back
Climb Up: mouse forward
Draw/Holster Weapons: right click
Jump Left: alt+mouse left
Jump Right: alt+mouse right
Jump Up: alt+mouse forward
Perform Action: left click
Sprint Left: Shift+mouse left
Sprint Right: shift+mouse right
Walk Left: mouse left
Walk Right: mouse right

Menu Actions

Menu Next: wheel back
Menu Prier: wheel forward
Menu Select: left click

An alternative stream of thought I have had is instead of assigning weapon 
controls to the left and right mouse buttons is use them as jump and 
sprint modifiers. So instead of using alt+mouse left to jump left you 
could hold down the left button and drag the mouse left for a big jump to 
the left. Any thoughts on this?

Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Shadow Dragon
It'd also be cool to cycle your weapons with the wheel, though it would 
still be a lot quicker to do it with the numbers row. just a thought, kind 
of diablo skill switching inspired.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, May 20, 2009 12:37 PM
To: gamers@audyssey.org
Subject: [Audyssey] MOTA Mouse Support


Hello everyone,
At this point in time I am working on improving mouse input support for 
Mysteries of the Ancients beta 5. Now, that i think I have it working 
correctly I was wondering about what actions you would prefer being 
assigned to the mouse. Below is a tentative default layout for the mouse. 
Feel free to agree or disagree with this mouse layout.


Player Actions

Climb Down: mouse back
Climb Up: mouse forward
Draw/Holster Weapons: right click
Jump Left: alt+mouse left
Jump Right: alt+mouse right
Jump Up: alt+mouse forward
Perform Action: left click
Sprint Left: Shift+mouse left
Sprint Right: shift+mouse right
Walk Left: mouse left
Walk Right: mouse right

Menu Actions

Menu Next: wheel back
Menu Prier: wheel forward
Menu Select: left click

An alternative stream of thought I have had is instead of assigning weapon 
controls to the left and right mouse buttons is use them as jump and 
sprint modifiers. So instead of using alt+mouse left to jump left you 
could hold down the left button and drag the mouse left for a big jump to 
the left. Any thoughts on this?

Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Scott Chesworth
ahh great idea.  I'm all over the weapon wheel switching if it can be
done.  Might  be fiddly to get used to to start with, but it'd mean
that in most combat situations you could completely ignore the
keyboard and focus on your mouse hand.  I think that'd go a long way
toward helping people adjust to the new techniques they'd need.

On 5/20/09, Shadow Dragon elementalult...@hotmail.com wrote:
 It'd also be cool to cycle your weapons with the wheel, though it would
 still be a lot quicker to do it with the numbers row. just a thought, kind
 of diablo skill switching inspired.

 --
 From: Thomas Ward thomasward1...@gmail.com
 Sent: Wednesday, May 20, 2009 12:37 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] MOTA Mouse Support

 Hello everyone,
 At this point in time I am working on improving mouse input support for
 Mysteries of the Ancients beta 5. Now, that i think I have it working
 correctly I was wondering about what actions you would prefer being
 assigned to the mouse. Below is a tentative default layout for the mouse.
 Feel free to agree or disagree with this mouse layout.

 Player Actions

 Climb Down: mouse back
 Climb Up: mouse forward
 Draw/Holster Weapons: right click
 Jump Left: alt+mouse left
 Jump Right: alt+mouse right
 Jump Up: alt+mouse forward
 Perform Action: left click
 Sprint Left: Shift+mouse left
 Sprint Right: shift+mouse right
 Walk Left: mouse left
 Walk Right: mouse right

 Menu Actions

 Menu Next: wheel back
 Menu Prier: wheel forward
 Menu Select: left click

 An alternative stream of thought I have had is instead of assigning weapon

 controls to the left and right mouse buttons is use them as jump and
 sprint modifiers. So instead of using alt+mouse left to jump left you
 could hold down the left button and drag the mouse left for a big jump to
 the left. Any thoughts on this?
 Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread shaun everiss
well I am all for mouse support.
although I have an old ffb stick I never was able to centre it properly.
anyhow I have no space to store anything larger than my mouse 2 hdd units 
earphones and a shelf on here not to mention other stuff.
mouse control would be interesting.
At 07:33 a.m. 21/05/2009, you wrote:
Hi,
I like these ideas; they all seem logical to me. However, I think the action 
button should be pressing straight down on the mouse wheel rather than the 
left click. That would free up left click for something else.
Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha
mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: gamers@audyssey.org
Sent: Wednesday, May 20, 2009 2:37 PM
Subject: [Audyssey] MOTA Mouse Support


Hello everyone,
At this point in time I am working on improving mouse input support for 
Mysteries of the Ancients beta 5. Now, that i think I have it working 
correctly I was wondering about what actions you would prefer being assigned 
to the mouse. Below is a tentative default layout for the mouse. Feel free to 
agree or disagree with this mouse layout.

Player Actions

Climb Down: mouse back
Climb Up: mouse forward
Draw/Holster Weapons: right click
Jump Left: alt+mouse left
Jump Right: alt+mouse right
Jump Up: alt+mouse forward
Perform Action: left click
Sprint Left: Shift+mouse left
Sprint Right: shift+mouse right
Walk Left: mouse left
Walk Right: mouse right

Menu Actions

Menu Next: wheel back
Menu Prier: wheel forward
Menu Select: left click

An alternative stream of thought I have had is instead of assigning weapon 
controls to the left and right mouse buttons is use them as jump and sprint 
modifiers. So instead of using alt+mouse left to jump left you could hold 
down the left button and drag the mouse left for a big jump to the left. Any 
thoughts on this?
Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread shaun everiss
hmmm sounds good to me.
At 06:37 a.m. 21/05/2009, you wrote:
Hello everyone,
At this point in time I am working on improving mouse input support for 
Mysteries of the Ancients beta 5. Now, that i think I have it working 
correctly I was wondering about what actions you would prefer being assigned 
to the mouse. Below is a tentative default layout for the mouse. Feel free to 
agree or disagree with this mouse layout.

Player Actions

Climb Down: mouse back
Climb Up: mouse forward
Draw/Holster Weapons: right click
Jump Left: alt+mouse left
Jump Right: alt+mouse right
Jump Up: alt+mouse forward
Perform Action: left click
Sprint Left: Shift+mouse left
Sprint Right: shift+mouse right
Walk Left: mouse left
Walk Right: mouse right

Menu Actions

Menu Next: wheel back
Menu Prier: wheel forward
Menu Select: left click

An alternative stream of thought I have had is instead of assigning weapon 
controls to the left and right mouse buttons is use them as jump and sprint 
modifiers. So instead of using alt+mouse left to jump left you could hold down 
the left button and drag the mouse left for a big jump to the left. Any 
thoughts on this?
Cheers.


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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Thomas Ward

Hi Scott,
That is because the alt key is the jump key in beta 5. As to why I made 
the switch it requires a bit of an explanation.
When I first created Mysteries of the Ancients I intended the alt key to 
jump just as it is in Tomb Raider and several other mainstream games I 
like to play. Only problem was is that DirectInput seamed to ignore the 
alt key and I often found myself pressing alt to jump and ended up in 
the system menu. Well, since porting Mysteries of the Ancients to the 
cross platform engine written in Java the alt key now works without that 
problem. So I switched to alt instead of control.
Another reason I switched jump to alt is that it frees the control key 
up for more actions. For Example, since control is now free I can use it 
to have the player crawl left/right which may come in handy on higher 
game levels. You might have to crawl through a narrow passage to get to 
some hidden treasure room or just to get through a certain level.



Scott Chesworth wrote:

Is there any reason why you're thinking of binding jump modifier to
alt instead of control?  Makes sense in my mind if they're bound to
ctrl, its one less thing to remember when making the transition to
playing with a mouse.  I was thinking that perhaps you could bind
either the jump or sprint modifier to the middle mouse button (the
wheel clicks for that even on most two button mice I think?) to give
more of an emphasis on using the mouse in combat.  Which one people
use more out of jumping ducking and sprinting I guess we won't know
until the replies come in, but for me it's more about jumping and
ducking in combat.

hth
Scott
  



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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Thomas Ward

Hi all,
I know I wasn't real clear about that button assignment but perform 
action does everything from firing, piccking up items, to opening doors. 
It makes sense on the left mouse button to me rather than on the middle 
mouse button. So in a combat situation left click would fire and right 
click would draw/holster your guns. Although, you are right about one 
thing I missed. The middle button click is available for assignment.

Smile.

Munawar Bijani wrote:

Hi,
I like these ideas; they all seem logical to me. However, I think the 
action button should be pressing straight down on the mouse wheel 
rather than the left click. That would free up left click for 
something else.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is 
only useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com



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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Thomas Ward

Hi,
Hmmm...That is a thought. Although, the one consern about using the 
wheel to switch weapons is that wheel is awefully easy to accidently 
turn. It would bite if you were left clicking like mad and hit the wheel 
and instead of your trusty mp5 you ended up using a pistol or something 
on accident. Might be better if you actually have to click the middle 
mouse button instead of turn the wheel. Good idea though.

Smile.

Shadow Dragon wrote:
It'd also be cool to cycle your weapons with the wheel, though it 
would still be a lot quicker to do it with the numbers row. just a 
thought, kind of diablo skill switching inspired.



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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Shadow Dragon
That'd be pretty tough to do, on my mouse at least. I tend to only click 
with one finger, so my hand stays pretty steady on the mouse. But then again 
I've never played a really intense game. My brother and dad never seemed to 
have much of a problem with the scroll wheel while playing diablo, though I 
guess it wasn't as much of a problem there, the one place I'm thinking of in 
particular is the paladin and his auras, I guess in that situation if you 
happened to smack the scroll wheel by accident you'd just end up using a 
different aura a bit further down the line rather than your intended one. 
Not nearly as bad as switching to a gun with no ammo or a shorter range, or 
even worse, a melee weapon.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Wednesday, May 20, 2009 6:12 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Mouse Support


Hi,
Hmmm...That is a thought. Although, the one consern about using the wheel 
to switch weapons is that wheel is awefully easy to accidently turn. It 
would bite if you were left clicking like mad and hit the wheel and 
instead of your trusty mp5 you ended up using a pistol or something on 
accident. Might be better if you actually have to click the middle mouse 
button instead of turn the wheel. Good idea though.

Smile.

Shadow Dragon wrote:
It'd also be cool to cycle your weapons with the wheel, though it would 
still be a lot quicker to do it with the numbers row. just a thought, 
kind of diablo skill switching inspired.



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Re: [Audyssey] MOTA Mouse Support

2009-05-20 Thread Cory Kadlik

think we should be able to choose
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 20, 2009 8:12 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi,
Hmmm...That is a thought. Although, the one consern about using the wheel 
to switch weapons is that wheel is awefully easy to accidently turn. It 
would bite if you were left clicking like mad and hit the wheel and 
instead of your trusty mp5 you ended up using a pistol or something on 
accident. Might be better if you actually have to click the middle mouse 
button instead of turn the wheel. Good idea though.

Smile.

Shadow Dragon wrote:
It'd also be cool to cycle your weapons with the wheel, though it would 
still be a lot quicker to do it with the numbers row. just a thought, 
kind of diablo skill switching inspired.



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Re: [Audyssey] MOTA Mouse Support

2009-03-28 Thread Thomas Ward

Hi Phil,
Yeah, but the only problem with that method is it is way too easy to 
jump on accident. You might be pushing the mouse foward to climb a rope 
and if you accidently move left or right suddenly you will jump off of 
the rope. The mouse handling in such a case is tricky and a bit 
complicated. Assuming I do release Beta 4 with mouse support enabled I'd 
like to make its functionality as simple and straight foward as possible.

Smile.

Phil Vlasak wrote:
 Hi Thomas,
 I am glad you commented on the serious part of my message.
 I do think moving the mouse forward then over would mirror what your
 character is trying to do , Jump up and over a crevice.
 After some trial and error this would make jumping more intuitive with
 the mouse.
 Phil


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Re: [Audyssey] MOTA Mouse Support

2009-03-28 Thread Phil Vlasak

Hi Thomas,
It still would be interesting to try jumping with just the mouse.
How about only having that ability in expert mode?
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 28, 2009 6:15 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Phil,
Yeah, but the only problem with that method is it is way too easy to
jump on accident. You might be pushing the mouse foward to climb a rope
and if you accidently move left or right suddenly you will jump off of
the rope. The mouse handling in such a case is tricky and a bit
complicated. Assuming I do release Beta 4 with mouse support enabled I'd
like to make its functionality as simple and straight foward as possible.
Smile.

Phil Vlasak wrote:
 Hi Thomas,
 I am glad you commented on the serious part of my message.
 I do think moving the mouse forward then over would mirror what your
 character is trying to do , Jump up and over a crevice.
 After some trial and error this would make jumping more intuitive with
 the mouse.
 Phil


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.0.238 / Virus Database: 270.11.31/2028 - Release Date: 03/28/09 
07:16:00



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Re: [Audyssey] MOTA Mouse Support

2009-03-28 Thread Matheus
i don't like the idea of only having it in expert mode... what about a
option to enable / disable it?
i whould really prefer jumping with the mouse.
-Mensagem original-
De: Phil Vlasak p...@pcsgames.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Sabado, 28 de Março de 2009 20:52
Assunto: Re: [Audyssey] MOTA Mouse Support

Hi Thomas,
It still would be interesting to try jumping with just the mouse.
How about only having that ability in expert mode?
Phil

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 28, 2009 6:15 PM
Subject: Re: [Audyssey] MOTA Mouse Support


 Hi Phil,
 Yeah, but the only problem with that method is it is way too easy to
 jump on accident. You might be pushing the mouse foward to climb a rope
 and if you accidently move left or right suddenly you will jump off of
 the rope. The mouse handling in such a case is tricky and a bit
 complicated. Assuming I do release Beta 4 with mouse support enabled I'd
 like to make its functionality as simple and straight foward as possible.
 Smile.

 Phil Vlasak wrote:
  Hi Thomas,
  I am glad you commented on the serious part of my message.
  I do think moving the mouse forward then over would mirror what your
  character is trying to do , Jump up and over a crevice.
  After some trial and error this would make jumping more intuitive with
  the mouse.
  Phil
 

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 list,
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.0.238 / Virus Database: 270.11.31/2028 - Release Date: 03/28/09
07:16:00


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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Thomas Ward

Hi Chrissy,
Smile. I definitely wasn't planning on replacing keyboard support with 
the mouse. I was merely looking into everyone's interest in having 
additional mouse support as an alternative that can be enabled/disabled 
in the game's options menu.

HTH

Chrissy wrote:

hi tohmas
if built into the game as additional option, I am all for it. I just 
would not be happy with a game that did not support keyboard as an option.

here on my pc I don't even have a mouse hooked up but I do own one. grin
i once tried a game on the net with mouse support and somehow always 
managed to lose track of where it (cursor) was and ran out of space on 
the desk here lol.
but i understand what you are saying. since mota is not a three 
dimensional game controlling with a mouse would not be so hard I assume. 
so make it an option in the final game and I promise to try this :)

regards
chrissy



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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Phil Vlasak

Hi Thomas,
In using a mouse would it be possible to make shapes signify key 
combinations?
With left and right motion signifying walking, a quick upward movement 
followed by a left or right movement could signify a jump.

A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil 



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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Thomas Ward

Hi,
Well, at the moment you can't turn mouse support on in Mysteries of the 
Ancients because that option is disabled by default. the only question 
now is to keep trying to fix the mouse or just remove it from the game 
for the time being.

Smile.

Valiant8086 wrote:

Hi.
It will be an option. As of right now you have to go in the menu and enable 
mouse support to use it, and then the keyboard still works. I haven't proven 
myself do to the lack of support for mice at the moment because of the problems 
Thomas mentioned but it's definitely going to be an option. With my gamepad I 
can still, and have to still push a few buttons on the keyboard to do things in 
addition to the functionality my gamepad provides.



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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Thomas Ward

Hi Phil,
Lol! In answer to your question yes it is possible to build in special 
hand gestures to get certain reactions. Such as pushing your mouse 
foward and right to jump right. While that eis easy enough to program 
that could confuse some gamers who aren't use to the mouse or accidently 
perform a jump when they wanted to walk right.

Smile.

Phil Vlasak wrote:

Hi Thomas,
In using a mouse would it be possible to make shapes signify key 
combinations?
With left and right motion signifying walking, a quick upward movement 
followed by a left or right movement could signify a jump.

A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Charles Rivard
Phil:  What if you then wanted to play the game again, but you busted the 
mouse the last time you emphatically quit the game?  (grin)


---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Thomas,
In using a mouse would it be possible to make shapes signify key 
combinations?
With left and right motion signifying walking, a quick upward movement 
followed by a left or right movement could signify a jump.

A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Phil Vlasak

Hi Charles,
If you break your mouse by throwing it, you will be in the market to buy a 
new wireless mouse with a built in crash helmet that USA Games Interactive 
could sell.

phil

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 6:51 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Phil:  What if you then wanted to play the game again, but you busted the
mouse the last time you emphatically quit the game?  (grin)

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Thomas,
In using a mouse would it be possible to make shapes signify key
combinations?
With left and right motion signifying walking, a quick upward movement
followed by a left or right movement could signify a jump.
A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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No virus found in this incoming message.
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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Steve

Hi,
one other thing to think about with throwing the mouse is for those of us 
that are completely blind it would help to have a wired mouse with a crash 
helmet so after we throw it we can still find it by it's leash

Grin
Steve
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, March 27, 2009 2:40 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Charles,
If you break your mouse by throwing it, you will be in the market to buy a 
new wireless mouse with a built in crash helmet that USA Games Interactive 
could sell.

phil

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 6:51 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Phil:  What if you then wanted to play the game again, but you busted the
mouse the last time you emphatically quit the game?  (grin)

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Thomas,
In using a mouse would it be possible to make shapes signify key
combinations?
With left and right motion signifying walking, a quick upward movement
followed by a left or right movement could signify a jump.
A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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No virus found in this incoming message.
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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Charles Rivard

Isn't that the tail of the mouse?

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Steve swalke...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 7:47 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi,
one other thing to think about with throwing the mouse is for those of us 
that are completely blind it would help to have a wired mouse with a crash 
helmet so after we throw it we can still find it by it's leash

Grin
Steve
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, March 27, 2009 2:40 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Charles,
If you break your mouse by throwing it, you will be in the market to buy 
a new wireless mouse with a built in crash helmet that USA Games 
Interactive could sell.

phil

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 6:51 PM
Subject: Re: [Audyssey] MOTA Mouse Support


Phil:  What if you then wanted to play the game again, but you busted 
the

mouse the last time you emphatically quit the game?  (grin)

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Thomas,
In using a mouse would it be possible to make shapes signify key
combinations?
With left and right motion signifying walking, a quick upward movement
followed by a left or right movement could signify a jump.
A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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No virus found in this incoming message.
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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread Steve

Well put as usual, Charles. Thanks for straightening me out on that one.
Grin

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 9:59 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Isn't that the tail of the mouse?

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Steve swalke...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 7:47 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi,
one other thing to think about with throwing the mouse is for those of us 
that are completely blind it would help to have a wired mouse with a 
crash helmet so after we throw it we can still find it by it's leash

Grin
Steve
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, March 27, 2009 2:40 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Charles,
If you break your mouse by throwing it, you will be in the market to buy 
a new wireless mouse with a built in crash helmet that USA Games 
Interactive could sell.

phil

- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 6:51 PM
Subject: Re: [Audyssey] MOTA Mouse Support


Phil:  What if you then wanted to play the game again, but you busted 
the

mouse the last time you emphatically quit the game?  (grin)

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Thomas,
In using a mouse would it be possible to make shapes signify key
combinations?
With left and right motion signifying walking, a quick upward movement
followed by a left or right movement could signify a jump.
A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

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No virus found in this incoming message.
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Version: 8.0.238 / Virus Database: 270.11.30/2026 - Release Date: 
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Re: [Audyssey] MOTA Mouse Support

2009-03-27 Thread shaun everiss
lol man.
At 10:40 a.m. 28/03/2009, you wrote:
Hi Charles,
If you break your mouse by throwing it, you will be in the market to buy a new 
wireless mouse with a built in crash helmet that USA Games Interactive could 
sell.
phil

- Original Message - From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 6:51 PM
Subject: Re: [Audyssey] MOTA Mouse Support


Phil:  What if you then wanted to play the game again, but you busted the
mouse the last time you emphatically quit the game?  (grin)

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 27, 2009 11:45 AM
Subject: Re: [Audyssey] MOTA Mouse Support


Hi Thomas,
In using a mouse would it be possible to make shapes signify key
combinations?
With left and right motion signifying walking, a quick upward movement
followed by a left or right movement could signify a jump.
A counter clockwise circle could signify holstering  your weapon,
while a clockwise circle would draw your weapon.
And a quick down and up motion could signify picking up an object.
Rolling the mouse off your mouse pad could signify ducking,
and throwing your mouse against the wall
could signify quitting the game.
smiles,
Phil

---
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No virus found in this incoming message.
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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Thomas Ward

Hi Chrissy,
It may be that many sighted games use it for aiming and shooting, but I 
can definitely say here that the mouse is a good input device for 
navigating around. In fact, it is not navigation that is the problem 
here with the mouse. I have basic navigation support in the game, that 
is disabled in the public beta, which works quite well. When it works 
you get a lot more precise and responsive results from the mouse. That's 
why I am interested in supporting it as well as a triditional keyboard.
As far as being confused by the mouse I'm not really certain what you 
mean by that. In a game like Mysteries of the Ancients the mouse motion 
is very simple/straight forward. When you want to walk left drag the 
mouse left, drag the mouse right to walk right, push foward to climb, 
and pull back to decend. Use a left/right button to jump or run at the 
same time of moving in that direction and it should do it. However, it 
is the buttons that are giving me grief. If I can fix that issue I think 
most people would agree, once they tried it, that it would be a very 
good input alternative to the keyboard.

Smile.

Chrissy wrote:
in regular games for sseing gamers the mouse is never used for moving 
your character but more for aimimg and shooting and such. so to me it 
would not make a lot of sense to try and navigate with a mouse at all. 
most times that mouse stuff confused the heck out of me. but that is 
just personal opinion. i like movement with arrow keys, works fine for me.

regards
chrissy

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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Thomas Ward

Hi Chrissy,
It may be that many sighted games use it for aiming and shooting, but I 
can definitely say here that the mouse is a good input device for 
navigating around. In fact, it is not navigation that is the problem 
here with the mouse. I have basic navigation support in the game, that 
is disabled in the public beta, which works quite well. When it works 
you get a lot more precise and responsive results from the mouse. That's 
why I am interested in supporting it as well as a triditional keyboard.
As far as being confused by the mouse I'm not really certain what you 
mean by that. In a game like Mysteries of the Ancients the mouse motion 
is very simple/straight forward. When you want to walk left drag the 
mouse left, drag the mouse right to walk right, push foward to climb, 
and pull back to decend. Use a left/right button to jump or run at the 
same time of moving in that direction and it should do it. However, it 
is the buttons that are giving me grief. If I can fix that issue I think 
most people would agree, once they tried it, that it would be a very 
good input alternative to the keyboard.

Smile.

Chrissy wrote:
in regular games for sseing gamers the mouse is never used for moving 
your character but more for aimimg and shooting and such. so to me it 
would not make a lot of sense to try and navigate with a mouse at all. 
most times that mouse stuff confused the heck out of me. but that is 
just personal opinion. i like movement with arrow keys, works fine for me.

regards
chrissy

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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Thomas Ward

Hi Che,
Thanks for the tip. I'll give it a try and let you know the results.
Smile.


Che wrote:
 I am answering this on list in the hopes it might help other developers 
as well.
 To trap the mouse, simply reset its coordinates to wherever you want it 
locked every cycle.  If your form pops up at mid screen with a 
resolution of 500, 500 for example, lock it to 500 -500 and you should 
be golden, just get the relative change each cycle from that point.  I'm 
recalling the coordinate system off the top of my head here, but you get 
the idea I'm sure.
You will have to play around with capturing its coordinates and 
determining how much movement to translate, depending on how often you 
ping it but there isn't much to that really , jus throw a multiplier 
variable in there that you can adjust while playing until you get it set 
to what you want. Like wise, this variable can be adjusted in options to 
allow the player to set their own mouse sensitivity in game.
 If you aren't using a hard cycle, then just give the mous its own 
thread and timer and away you go.

 There really isn't much to it once you get it locked down every cycle.
 Later,
che




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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Thomas Ward

Hi,
I'd have to think about that a moment. I'd say they are probably equal 
in responce time. Although, with the mouse you do get some finer 
precision on how much to move, you can quickly turn, etc without hardly 
any movement of the mouse.


Charles Rivard wrote:

Is the mouse faster than a game pad?

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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Thomas Ward

Hi Dark,
I think that is lack of experience talking more than anything else. As I 
stated earlier I do have partial mouse support going and what I have so 
far is promising. I certainly understand if people would rather use a 
keyboard, joystick, etc as the game supports those already.
As far as the point that the mouse doesn't add anything to the game 
that's where I personally disagree. When testing using the mouse I have 
found my control over Angela much smoother, much more responsive, and 
more relaxing than with say a keyboard. If an enemy attacks me a quick 
pull to the left or right will often cause me to step out of the way of 
an attack much faster than if I were doing the same action on a 
keyboard. There are advantages here even if you don't immediately see 
the need for them.
While I am on the subject w seam to be comparing mouse support to 
mainstream games. While it is true most sighted mainstream games have 
keyboard and joystick support it never hurts to add something new to the 
mix. A new or different experience for the end gamer.

Smile.

dark wrote:

Hi Tom.

while mouse support would be funky in many games,  judgement day, 
rale racer, not to mention Che's fighting idea (I was a big fan of 
Brian's attempt at the magic gestures game), my personal view is that it 
wouldn't really do much in motor, sinse mota is a side scrolling 
platform game not based upon complex joystick motions, or the sort of 
realistic throttle esque timing seen in a racing or shooting game.


Mota's challenge is much more about where you go, and how you time 
fighting monsters.


Of course, sinse I grew up,  and indeed stil do, play graphical side 
scrollers with either the pc keyboard or (as I always prefer if 
possible), my mighty arcade joysticks, I'm probably rather biased here, 
but imho mouse support just wouldn't add to the game at all.


of course though, if you ever create that solo starship control game, 
  not to mention raceway, Mouse support would probably be fun.


Just my thoughts.

Beware the Grue!

Dark.



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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Chrissy

hi tohmas
if built into the game as additional option, I am all for it. I just would 
not be happy with a game that did not support keyboard as an option.

here on my pc I don't even have a mouse hooked up but I do own one. grin
i once tried a game on the net with mouse support and somehow always managed 
to lose track of where it (cursor) was and ran out of space on the desk here 
lol.
but i understand what you are saying. since mota is not a three dimensional 
game controlling with a mouse would not be so hard I assume. so make it an 
option in the final game and I promise to try this :)

regards
chrissy
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 26, 2009 8:30 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Chrissy,
It may be that many sighted games use it for aiming and shooting, but I 
can definitely say here that the mouse is a good input device for 
navigating around. In fact, it is not navigation that is the problem here 
with the mouse. I have basic navigation support in the game, that is 
disabled in the public beta, which works quite well. When it works you get 
a lot more precise and responsive results from the mouse. That's why I am 
interested in supporting it as well as a triditional keyboard.
As far as being confused by the mouse I'm not really certain what you mean 
by that. In a game like Mysteries of the Ancients the mouse motion is very 
simple/straight forward. When you want to walk left drag the mouse left, 
drag the mouse right to walk right, push foward to climb, and pull back to 
decend. Use a left/right button to jump or run at the same time of moving 
in that direction and it should do it. However, it is the buttons that are 
giving me grief. If I can fix that issue I think most people would agree, 
once they tried it, that it would be a very good input alternative to the 
keyboard.

Smile.



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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread dark
Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 26, 2009 10:15 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi Dark,
I think that is lack of experience talking more than anything else. As I 
stated earlier I do have partial mouse support going and what I have so 
far is promising. I certainly understand if people would rather use a 
keyboard, joystick, etc as the game supports those already.
As far as the point that the mouse doesn't add anything to the game that's 
where I personally disagree. When testing using the mouse I have found my 
control over Angela much smoother, much more responsive, and more relaxing 
than with say a keyboard. If an enemy attacks me a quick pull to the left 
or right will often cause me to step out of the way of an attack much 
faster than if I were doing the same action on a keyboard. There are 
advantages here even if you don't immediately see the need for them.
While I am on the subject w seam to be comparing mouse support to 
mainstream games. While it is true most sighted mainstream games have 
keyboard and joystick support it never hurts to add something new to the 
mix. A new or different experience for the end gamer.

Smile.

dark wrote:

Hi Tom.

while mouse support would be funky in many games,  judgement day, 
rale racer, not to mention Che's fighting idea (I was a big fan of 
Brian's attempt at the magic gestures game), my personal view is that it 
wouldn't really do much in motor, sinse mota is a side scrolling platform 
game not based upon complex joystick motions, or the sort of realistic 
throttle esque timing seen in a racing or shooting game.


Mota's challenge is much more about where you go, and how you time 
fighting monsters.


Of course, sinse I grew up,  and indeed stil do, play graphical side 
scrollers with either the pc keyboard or (as I always prefer if 
possible), my mighty arcade joysticks, I'm probably rather biased here, 
but imho mouse support just wouldn't add to the game at all.


of course though, if you ever create that solo starship control 
game,   not to mention raceway, Mouse support would probably be fun.


Just my thoughts.

Beware the Grue!

Dark.



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Re: [Audyssey] MOTA Mouse Support

2009-03-26 Thread Valiant8086
Hi.
It will be an option. As of right now you have to go in the menu and enable 
mouse support to use it, and then the keyboard still works. I haven't proven 
myself do to the lack of support for mice at the moment because of the problems 
Thomas mentioned but it's definitely going to be an option. With my gamepad I 
can still, and have to still push a few buttons on the keyboard to do things in 
addition to the functionality my gamepad provides.
  - Original Message - 
  From: Chrissy 
  To: Gamers Discussion list 
  Sent: Thursday, March 26, 2009 5:47 PM
  Subject: Re: [Audyssey] MOTA Mouse Support


  hi tohmas
  if built into the game as additional option, I am all for it. I just would 
  not be happy with a game that did not support keyboard as an option.
  here on my pc I don't even have a mouse hooked up but I do own one. grin
  i once tried a game on the net with mouse support and somehow always managed 
  to lose track of where it (cursor) was and ran out of space on the desk here 
  lol.
  but i understand what you are saying. since mota is not a three dimensional 
  game controlling with a mouse would not be so hard I assume. so make it an 
  option in the final game and I promise to try this :)
  regards
  chrissy
  - Original Message - 
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Thursday, March 26, 2009 8:30 PM
  Subject: Re: [Audyssey] MOTA Mouse Support


   Hi Chrissy,
   It may be that many sighted games use it for aiming and shooting, but I 
   can definitely say here that the mouse is a good input device for 
   navigating around. In fact, it is not navigation that is the problem here 
   with the mouse. I have basic navigation support in the game, that is 
   disabled in the public beta, which works quite well. When it works you get 
   a lot more precise and responsive results from the mouse. That's why I am 
   interested in supporting it as well as a triditional keyboard.
   As far as being confused by the mouse I'm not really certain what you mean 
   by that. In a game like Mysteries of the Ancients the mouse motion is very 
   simple/straight forward. When you want to walk left drag the mouse left, 
   drag the mouse right to walk right, push foward to climb, and pull back to 
   decend. Use a left/right button to jump or run at the same time of moving 
   in that direction and it should do it. However, it is the buttons that are 
   giving me grief. If I can fix that issue I think most people would agree, 
   once they tried it, that it would be a very good input alternative to the 
   keyboard.
   Smile.


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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Matheus
hmm, i'd love to use mouse in the game.
well if you really can't solve the problem i'm fine using the keyboard
and mouse at the same time, but it will be awesome if you can fix this
problem until the last version of the game.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: gamers@audyssey.org
Data: Quarta, 25 de Março de 2009 18:54
Assunto: [Audyssey] MOTA Mouse Support

Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding
mouse support. I've been trying for the passed couple of months to get
the mouse working properly in the game, and still haven't been able to
get total error free support. At this point you can use the mouse to
run, walk, and climb which is fine. However, if you pres the left mouse
button down to jump or the right button to fire the game window loses
focus and you end up clicking something on your desktop. Definitely not
cool. It is because of that reason mouse support has been turned off in
the last three public betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse
left to jump left, control-mouse right to jump right, etc and I can make
a note not to use the mouse buttons which aren't supported? On the other
hand would you be alright if I just drop mouse support for Mysteries of
the Ancients altogether since the mouse buttons are being a royal pain
to get working on my end of things?
Thanks.

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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Che

 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
restrict the boundaries to a small box on your form, that way the mouse 
never moves beyond those boundaries. Shouldn't take more than twenty minutes 
to code.

 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time we 
have more games with mouse support in them, and gamers get comfortable with 
using the mouse.
 It looks more and more like the mouse or a gamePad will be required for my 
fighting game, so the more folks we get going with the mouse the better for 
all of us developers.

 Later
che
,
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, March 25, 2009 6:54 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total 
error free support. At this point you can use the mouse to run, walk, and 
climb which is fine. However, if you pres the left mouse button down to 
jump or the right button to fire the game window loses focus and you end 
up clicking something on your desktop. Definitely not cool. It is because 
of that reason mouse support has been turned off in the last three public 
betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse 
left to jump left, control-mouse right to jump right, etc and I can make a 
note not to use the mouse buttons which aren't supported? On the other 
hand would you be alright if I just drop mouse support for Mysteries of 
the Ancients altogether since the mouse buttons are being a royal pain to 
get working on my end of things?

Thanks.

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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Thomas Ward

Hi,
I know. I do a lot of play using the mouse and I can turn, walk, and 
generally get around the levels a lot faster because responce is almost 
instantanious with the mouse. that said it really bites that the mouse 
buttons aren't working as it would make the input that much more 
enjoyable. Though, I can just use the control key and shift key in combo 
with the mouse to get the same effect for jumping, running, and of 
course space still fires.


Matheus wrote:

hmm, i'd love to use mouse in the game.
well if you really can't solve the problem i'm fine using the keyboard
and mouse at the same time, but it will be awesome if you can fix this
problem until the last version of the game.



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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Michael Feir
I certainly don't need mouse support at all. You're doing terrific with the 
game overall Tom.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, March 25, 2009 7:54 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total 
error free support. At this point you can use the mouse to run, walk, and 
climb which is fine. However, if you pres the left mouse button down to 
jump or the right button to fire the game window loses focus and you end 
up clicking something on your desktop. Definitely not cool. It is because 
of that reason mouse support has been turned off in the last three public 
betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse 
left to jump left, control-mouse right to jump right, etc and I can make a 
note not to use the mouse buttons which aren't supported? On the other 
hand would you be alright if I just drop mouse support for Mysteries of 
the Ancients altogether since the mouse buttons are being a royal pain to 
get working on my end of things?

Thanks.

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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Thomas Ward

Hi che,
Thing is the mouse is already in relative mode, and so far my attempts 
to trap it inside the game window hasn't been too successful. Believe me 
I want more than anything to get this working as after playing RR with 
the mouse I want to be able to get the same kind of input with my games. 
In fact, even the buggy support I have now is pretty good. I like the 
fact if an enemy sneeks up from the other side a little nudge of the 
mouse will have Angela spin around and aim right at it. Much more fluid 
and natural than the keyboard. The responce times are incredible.

Smile.

Che wrote:

 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
restrict the boundaries to a small box on your form, that way the mouse 
never moves beyond those boundaries. Shouldn't take more than twenty 
minutes to code.

 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time 
we have more games with mouse support in them, and gamers get 
comfortable with using the mouse.
 It looks more and more like the mouse or a gamePad will be required for 
my fighting game, so the more folks we get going with the mouse the 
better for all of us developers.

 Later
che



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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Charles Rivard

Is the mouse faster than a game pad?

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 25, 2009 5:09 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi che,
Thing is the mouse is already in relative mode, and so far my attempts to 
trap it inside the game window hasn't been too successful. Believe me I 
want more than anything to get this working as after playing RR with the 
mouse I want to be able to get the same kind of input with my games. In 
fact, even the buggy support I have now is pretty good. I like the fact if 
an enemy sneeks up from the other side a little nudge of the mouse will 
have Angela spin around and aim right at it. Much more fluid and natural 
than the keyboard. The responce times are incredible.

Smile.

Che wrote:

 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
restrict the boundaries to a small box on your form, that way the mouse 
never moves beyond those boundaries. Shouldn't take more than twenty 
minutes to code.

 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time 
we have more games with mouse support in them, and gamers get comfortable 
with using the mouse.
 It looks more and more like the mouse or a gamePad will be required for 
my fighting game, so the more folks we get going with the mouse the 
better for all of us developers.

 Later
che



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please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Chrissy
in regular games for sseing gamers the mouse is never used for moving your 
character but more for aimimg and shooting and such. so to me it would not 
make a lot of sense to try and navigate with a mouse at all. most times that 
mouse stuff confused the heck out of me. but that is just personal opinion. 
i like movement with arrow keys, works fine for me.

regards
chrissy 



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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Che
 I am answering this on list in the hopes it might help other developers as 
well.
 To trap the mouse, simply reset its coordinates to wherever you want it 
locked every cycle.  If your form pops up at mid screen with a resolution of 
500, 500 for example, lock it to 500 -500 and you should be golden, just get 
the relative change each cycle from that point.  I'm recalling the 
coordinate system off the top of my head here, but you get the idea I'm 
sure.
You will have to play around with capturing its coordinates and determining 
how much movement to translate, depending on how often you ping it but there 
isn't much to that really , jus throw a multiplier variable in there that 
you can adjust while playing until you get it set to what you want. Like 
wise, this variable can be adjusted in options to allow the player to set 
their own mouse sensitivity in game.
 If you aren't using a hard cycle, then just give the mous its own thread 
and timer and away you go.

 There really isn't much to it once you get it locked down every cycle.
 Later,
che

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 25, 2009 7:09 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi che,
Thing is the mouse is already in relative mode, and so far my attempts to 
trap it inside the game window hasn't been too successful. Believe me I 
want more than anything to get this working as after playing RR with the 
mouse I want to be able to get the same kind of input with my games. In 
fact, even the buggy support I have now is pretty good. I like the fact if 
an enemy sneeks up from the other side a little nudge of the mouse will 
have Angela spin around and aim right at it. Much more fluid and natural 
than the keyboard. The responce times are incredible.

Smile.

Che wrote:

 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
restrict the boundaries to a small box on your form, that way the mouse 
never moves beyond those boundaries. Shouldn't take more than twenty 
minutes to code.

 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time 
we have more games with mouse support in them, and gamers get comfortable 
with using the mouse.
 It looks more and more like the mouse or a gamePad will be required for 
my fighting game, so the more folks we get going with the mouse the 
better for all of us developers.

 Later
che






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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Charles Rivard
I'd rather you drop it for this game for now.  If you get it working on 
future titles, maybe a patch can be made so that it will then be able to be 
incorporated into MOTA.


---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, March 25, 2009 4:54 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total 
error free support. At this point you can use the mouse to run, walk, and 
climb which is fine. However, if you pres the left mouse button down to 
jump or the right button to fire the game window loses focus and you end 
up clicking something on your desktop. Definitely not cool. It is because 
of that reason mouse support has been turned off in the last three public 
betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse 
left to jump left, control-mouse right to jump right, etc and I can make a 
note not to use the mouse buttons which aren't supported? On the other 
hand would you be alright if I just drop mouse support for Mysteries of 
the Ancients altogether since the mouse buttons are being a royal pain to 
get working on my end of things?

Thanks.

---
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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Steve

Hi,
I think that the mouse is a great device, I recently started playing Rail 
Racer and love using the mouse.
I tried an experiment the other day and I used the keyboard for a couple of 
races and the mouse for a couple and the mouse is much better.

Steve Walker
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, March 25, 2009 4:54 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total 
error free support. At this point you can use the mouse to run, walk, and 
climb which is fine. However, if you pres the left mouse button down to 
jump or the right button to fire the game window loses focus and you end 
up clicking something on your desktop. Definitely not cool. It is because 
of that reason mouse support has been turned off in the last three public 
betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse 
left to jump left, control-mouse right to jump right, etc and I can make a 
note not to use the mouse buttons which aren't supported? On the other 
hand would you be alright if I just drop mouse support for Mysteries of 
the Ancients altogether since the mouse buttons are being a royal pain to 
get working on my end of things?

Thanks.

---
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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread Cory Kadlik

is there any you could help him Che?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, March 25, 2009 8:09 PM
Subject: Re: [Audyssey] MOTA Mouse Support



Hi che,
Thing is the mouse is already in relative mode, and so far my attempts to 
trap it inside the game window hasn't been too successful. Believe me I 
want more than anything to get this working as after playing RR with the 
mouse I want to be able to get the same kind of input with my games. In 
fact, even the buggy support I have now is pretty good. I like the fact if 
an enemy sneeks up from the other side a little nudge of the mouse will 
have Angela spin around and aim right at it. Much more fluid and natural 
than the keyboard. The responce times are incredible.

Smile.

Che wrote:

 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
restrict the boundaries to a small box on your form, that way the mouse 
never moves beyond those boundaries. Shouldn't take more than twenty 
minutes to code.

 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time 
we have more games with mouse support in them, and gamers get comfortable 
with using the mouse.
 It looks more and more like the mouse or a gamePad will be required for 
my fighting game, so the more folks we get going with the mouse the 
better for all of us developers.

 Later
che



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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread dark

Hi Tom.

while mouse support would be funky in many games,  judgement day, rale 
racer, not to mention Che's fighting idea (I was a big fan of Brian's 
attempt at the magic gestures game), my personal view is that it wouldn't 
really do much in motor, sinse mota is a side scrolling platform game not 
based upon complex joystick motions, or the sort of realistic throttle esque 
timing seen in a racing or shooting game.


Mota's challenge is much more about where you go, and how you time fighting 
monsters.


Of course, sinse I grew up,  and indeed stil do, play graphical side 
scrollers with either the pc keyboard or (as I always prefer if possible), 
my mighty arcade joysticks, I'm probably rather biased here, but imho mouse 
support just wouldn't add to the game at all.


of course though, if you ever create that solo starship control game,   
not to mention raceway, Mouse support would probably be fun.


Just my thoughts.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, March 25, 2009 11:54 PM
Subject: [Audyssey] MOTA Mouse Support



Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total 
error free support. At this point you can use the mouse to run, walk, and 
climb which is fine. However, if you pres the left mouse button down to 
jump or the right button to fire the game window loses focus and you end 
up clicking something on your desktop. Definitely not cool. It is because 
of that reason mouse support has been turned off in the last three public 
betas. So here is the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse 
left to jump left, control-mouse right to jump right, etc and I can make a 
note not to use the mouse buttons which aren't supported? On the other 
hand would you be alright if I just drop mouse support for Mysteries of 
the Ancients altogether since the mouse buttons are being a royal pain to 
get working on my end of things?

Thanks.

---
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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread shaun everiss
I am happy if you just dropped mouse support tom.
its in railracer and I really like it but honestly if you can't figure it out 
right now I don't mind the board is real good at anything these days.
At 12:54 p.m. 26/03/2009, you wrote:
Hello everyone,
Ok, got a question for you Mysteries of the Ancients fans regarding mouse 
support. I've been trying for the passed couple of months to get the mouse 
working properly in the game, and still haven't been able to get total error 
free support. At this point you can use the mouse to run, walk, and climb 
which is fine. However, if you pres the left mouse button down to jump or the 
right button to fire the game window loses focus and you end up clicking 
something on your desktop. Definitely not cool. It is because of that reason 
mouse support has been turned off in the last three public betas. So here is 
the question.
Would you guys be ok with a keyboard mouse combo such as control-mouse left to 
jump left, control-mouse right to jump right, etc and I can make a note not to 
use the mouse buttons which aren't supported? On the other hand would you be 
alright if I just drop mouse support for Mysteries of the Ancients altogether 
since the mouse buttons are being a royal pain to get working on my end of 
things?
Thanks.

---
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Re: [Audyssey] MOTA Mouse Support

2009-03-25 Thread shaun everiss
well if you can get the mouse working I'd like it.
At 01:09 p.m. 26/03/2009, you wrote:
Hi che,
Thing is the mouse is already in relative mode, and so far my attempts to trap 
it inside the game window hasn't been too successful. Believe me I want more 
than anything to get this working as after playing RR with the mouse I want to 
be able to get the same kind of input with my games. In fact, even the buggy 
support I have now is pretty good. I like the fact if an enemy sneeks up from 
the other side a little nudge of the mouse will have Angela spin around and 
aim right at it. Much more fluid and natural than the keyboard. The responce 
times are incredible.
Smile.

Che wrote:
 Hi Thomas and any other interested developers,
 There is an easy fix for this. Just put the mouse in relative mode and 
 restrict the boundaries to a small box on your form, that way the mouse 
 never moves beyond those boundaries. Shouldn't take more than twenty minutes 
 to code.
 I did this for Rail Racer, and it works beautifully.
 I for one hope very much that you get it working, as it is beyond time we 
 have more games with mouse support in them, and gamers get comfortable with 
 using the mouse.
 It looks more and more like the mouse or a gamePad will be required for my 
 fighting game, so the more folks we get going with the mouse the better for 
 all of us developers.
 Later
che


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