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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Jan 06, 2010 6:15 am Post subject: arrow keys and space bar |
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Is it normal that the player be unable to talk to NPCs (with space bar) when another key is held down? Say ... the arrow keys?
If not, could this be a side effect of my having on-keypress scripts? _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Jan 06, 2010 9:34 am Post subject: |
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That's normal. It's intentional, but I have no idea why. Thinking about it, this behaviour has probably annoyed me at some point. _________________ "It is so great it is insanely great." |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Jan 06, 2010 9:49 am Post subject: |
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I had never noticed that before now.
If I recall correctly, I designed NPC activation to not work while walking because I wanted to avoid problems with the hero becoming misaligned with the tile. However, perhaps I incorrectly implemented it as blocking activation when trying to walk instead of blocking activation when actually walking. |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Jan 06, 2010 9:56 am Post subject: |
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Darn.
Yeah, it annoys me too.
I've watched my friends playtest my game and it actually significantly amplified the game's learning curve.
The player would try to solve one of my puzzles by throwing a switch, but the switch won't flip because they're holding down the arrow keys.
So ... they conclude that they're doing it wrong, or that they need to do something else first before throwing the switch. So, they do this whole song and dance only to find out later that they were right on the first try.
I might go so far as to wrap NPC use with a keypress script.
Oo, yeah... I really like that idea now...
This would give me the added benefit of allowing me to suspend NPC use. _________________ Working on rain and cloud formation |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Jan 06, 2010 10:05 am Post subject: |
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Now that I actually try this, I am surprised at how easy it is to reproduce.
Seems like it shouldn't be too hard to fix, but I am wondering if there are any backcompat pitfalls I might not be thinking of? |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Wed Jan 06, 2010 3:28 pm Post subject: |
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Unless there's some sort of bizarre side effect of making the change, I (naively) can't imagine a backcompat issue. That is, I can't imagine that anyone has ever used this effect in their game.
Oh!
I just also noticed this:
Pressing the up/down keys override the sideways keys.
It might be worth considering giving priority to the key that has most recently been pressed. That way it's easier to zig-zag.
Is that even do-able?
Might this also create backcompat issues?
Maybe this isn't an issue until non-tile based movement is attempted. _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jan 08, 2010 8:38 am Post subject: |
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James Paige wrote: | Now that I actually try this, I am surprised at how easy it is to reproduce.
Seems like it shouldn't be too hard to fix, but I am wondering if there are any backcompat pitfalls I might not be thinking of? |
Are you suggesting disabling activation while moving? That might affect activating an NPC while pushing it, or when trying to catch an NPC running away from you.
If not, the change seems unlikely to cause backcompat problems (as long as activating while moving isn't itself problematic?) _________________ "It is so great it is insanely great." |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Fri Jan 08, 2010 8:50 am Post subject: |
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No, I think he's saying that it would be better to disable NPC activation *while moving* but enable NPC activation *while trying to move but not moving*.
Look at me! I'm James! I know exactly what James is thinking ... because he's me!
Also, James is thinking about giving all of his worldly possessions to himself (me). _________________ Working on rain and cloud formation |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jan 08, 2010 8:54 am Post subject: |
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James wrote: | No, I'm saying that it would be better to disable NPC activation *while moving* but enable NPC activation *while trying to move but not moving*. |
Ah, good idea James! I really can't see that causing any problems. _________________ "It is so great it is insanely great." |
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