default controls graphic
- Jonathan
- A Brave Victim
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Re: default controls graphic
Call me crazy.
Anyone else feel like mapping keyboards? Could be useful to check what's actually out there.
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
Re: default controls graphic
Yes, wildly. Nobody argued against the splash screen.2020 wrote:am i missing the point?
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Re: default controls graphic
O M G I need this thing.Jonathan wrote:as I've held 13 keys without confusing the thing.
- Jonathan
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Re: default controls graphic
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.epsy wrote:O M G I need this thing.Jonathan wrote:as I've held 13 keys without confusing the thing.
ˌɑrməˈɡɛˌtrɑn
Re: default controls graphic
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.2020 wrote:are multiple splash screens possible?
- 2020
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Re: default controls graphic
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...?
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
Re: default controls graphic
Sure.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
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:we could have these triggered from the main menu or from player menu
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.2020 wrote:what can be implemented almost immediately and what requires eg texture resources...?
- 2020
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Re: default controls graphic
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
?
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
Re: default controls graphic
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.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?
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.
- DDMJ
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Re: default controls graphic
I knew you weren't human Jonathan! Most of us only have 10 fingersJonathan wrote:I've held 13 keys without confusing the thing.

- 2020
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Re: default controls graphic
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...
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
Re: default controls graphic
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.2020 wrote:i haven't even seen a flash game that doesn't have an easily accessible simple set of instructions...
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.