default controls graphic

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
User avatar
Jonathan
A Brave Victim
Posts: 3391
Joined: Thu Feb 03, 2005 12:50 am
Location: Not really lurking anymore

Re: default controls graphic

Post by Jonathan »

Call me crazy.
Local alu Apple keyboard.
Local alu Apple keyboard.
Even if there are still some mistakes it should be very very close. Max is 5 keys, but you can still add modifiers (not fn) and eject where wiring permits. Apparently these are the only limits, as I've held 13 keys without confusing the thing.

Anyone else feel like mapping keyboards? Could be useful to check what's actually out there.
ˌɑrməˈɡɛˌtrɑn
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Re: default controls graphic

Post by Z-Man »

2020 wrote:am i missing the point?
Yes, wildly. Nobody argued against the splash screen.
epsy
Adjust Outside Corner Grinder
Posts: 2003
Joined: Tue Nov 07, 2006 6:02 pm
Location: paris
Contact:

Re: default controls graphic

Post by epsy »

Jonathan wrote:as I've held 13 keys without confusing the thing.
O M G I need this thing.
User avatar
2020
Outside Corner Grinder
Posts: 1322
Joined: Thu Dec 29, 2005 9:21 pm
Location: the present, finally

Re: default controls graphic

Post by 2020 »

are multiple splash screens possible?
hold the line
User avatar
Jonathan
A Brave Victim
Posts: 3391
Joined: Thu Feb 03, 2005 12:50 am
Location: Not really lurking anymore

Re: default controls graphic

Post by Jonathan »

epsy wrote:
Jonathan wrote:as I've held 13 keys without confusing the thing.
O M G I need this thing.
Just wait until you figure out which 13 keys. And I'm actually not 100% sure anymore whether it registered them all. It's hard to check for differences between left/right modifiers, and eject won't show up at all on the keyboard viewer. I could only judge by it locking up, but I think I went a little overboard with that.
ˌɑrməˈɡɛˌtrɑn
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Re: default controls graphic

Post by Z-Man »

2020 wrote:are multiple splash screens possible?
Sure. Question is, how much sense does it make? We can have one right at the start with menu navigation keys, though I somehow don't think anyone has a problem with the layout there, and one the first N times you enter the grid. And once we have texture resources, we can add a game mode explaining graphic to the traditional message_of_day text splash.
User avatar
2020
Outside Corner Grinder
Posts: 1322
Joined: Thu Dec 29, 2005 9:21 pm
Location: the present, finally

Re: default controls graphic

Post by 2020 »

let me get this right
we can have as many splash screens as we want which we could navigate through
for reasons of explaining the menu or game play etc
and
we could have these triggered from the main menu
from player menu
or even triggered by the server...?

what can be implemented almost immediately
and what requires eg texture resources...?
hold the line
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Re: default controls graphic

Post by Z-Man »

2020 wrote:we can have as many splash screens as we want which we could navigate through, for reasons of explaining the menu or game play etc
Sure.
2020 wrote:we could have these triggered from the main menu or from player menu
We could. But doc screens for every menu out there would definitely be overkill and not help at all, because then, people would not find the information again they saw in one of the help screen when they need it later. Remember we do already have the tooltip text for context sensitive help. If you feel they are insufficient, you can improve them.
2020 wrote:what can be implemented almost immediately and what requires eg texture resources...?
For reasons of consistency, all those screens should be resources. We also may want to look again at our text rendering and add SIMPLE layout stuff. Like headings, lists, embedded pictures.
User avatar
2020
Outside Corner Grinder
Posts: 1322
Joined: Thu Dec 29, 2005 9:21 pm
Location: the present, finally

Re: default controls graphic

Post by 2020 »

i like the minimal fade-in instructions
though
if we can implement splash screens
then why can't we compile a tutorial list of pages for people to flash through
and make this one of the main menu options when playing the game?
just like most flash games actually

how about:
1
key binding and how to go about altering them
2
server settings and how to go about joining one
3
fortress objectives and how to go about grinding at launch
?
hold the line
User avatar
sinewav
Graphic Artist
Posts: 6497
Joined: Wed Jan 23, 2008 3:37 am
Contact:

Re: default controls graphic

Post by sinewav »

2020 wrote:then why can't we compile a tutorial list of pages for people to flash through
and make this one of the main menu options when playing the game?
Maybe. But I personally think just the controls would be enough. The control splash screen would tell you where to change keys, and multi-binding should be self explanatory by then.

Things like server settings and game tactics are too involved to be built into the game as a tutorial. What would make more sense is a menu item called "help" that launches the Arma wiki in a browser window.

As far as tutorials go, in general, I still think expanding the wiki and making videos is the way to go. I'm not sure tons of stuff needs to be crammed into the game itself, especially if it involves a lot more coding/development. The controls splash screen seems easy enough and directly affects all new players (to help them get into the game easier), while server settings and a fort tutorial only benefit some players. Remember, not everyone plays over the Internet. I'm sure there are plenty of people happy to just play local games.
User avatar
DDMJ
Reverse Outside Corner Grinder
Posts: 1882
Joined: Thu Jun 08, 2006 12:15 am
Location: LA, CA, USA, NA
Contact:

Re: default controls graphic

Post by DDMJ »

Jonathan wrote:I've held 13 keys without confusing the thing.
I knew you weren't human Jonathan! Most of us only have 10 fingers :(.
User avatar
sinewav
Graphic Artist
Posts: 6497
Joined: Wed Jan 23, 2008 3:37 am
Contact:

Re: default controls graphic

Post by sinewav »

another version
Attachments
pause?
pause?
User avatar
DDMJ
Reverse Outside Corner Grinder
Posts: 1882
Joined: Thu Jun 08, 2006 12:15 am
Location: LA, CA, USA, NA
Contact:

Re: default controls graphic

Post by DDMJ »

make brake spacebar?
User avatar
2020
Outside Corner Grinder
Posts: 1322
Joined: Thu Dec 29, 2005 9:21 pm
Location: the present, finally

Re: default controls graphic

Post by 2020 »

good grief
i am not talking about expounding on strategy
i am simply talking about the simple things
grind to accelerate
two zones
you need to get into the opposite zone...
the kind of thing i hear vanhayes taking the time to explain to noobs

can't we just iron out these most simple problems?

honestly
i haven't even seen a flash game that doesn't have an easily accessible simple set of instructions...
hold the line
User avatar
sinewav
Graphic Artist
Posts: 6497
Joined: Wed Jan 23, 2008 3:37 am
Contact:

Re: default controls graphic

Post by sinewav »

2020 wrote:i haven't even seen a flash game that doesn't have an easily accessible simple set of instructions...
The only real game-play instructions needed are "drive close to a wall to speed up, and don't hit anything." And my idea of having a menu item named "help" that launches the wiki in a browser is a good one.

I'm thinking about the very basics of Arma here. It would be awesome if there were instructions for every game-mode included, but we're not there yet. I really wanted this thread to be about "controls", not game-specific technique.

We all love Fortress on this forum. But I'm trying to focus on teaching people to maneuver in the easiest way possible. A 6-man grind is basic to Fort, not basic to Arma. Do you understand where I'm coming from? Maybe we can split this thread and talk about that other stuff there. I don't want you to feel like we're not listening. Your ideas are good, but were trying to stay on topic.
Post Reply