The Joystick icon has to go
Ok, I'm playing 301 and enjoying it and I can easily get used to click and drag but my God the joystick icon has to go. It's ugly and it's distracting and diminishes the scene and the graphics.
I am wondering who thought that it is necessary to see that thing? How come we don't see it using WASD? It's like a punishment for people who use click and drag. It has to go or at least give us an option to turn it off.
In absolutely no way it helps me in any way.
I am wondering who thought that it is necessary to see that thing? How come we don't see it using WASD? It's like a punishment for people who use click and drag. It has to go or at least give us an option to turn it off.
In absolutely no way it helps me in any way.
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Because change is good. It was broke, anyway. It would take me out of the game when Sam shot random things.
Also this thread is a little ridiculous.
Thread went from singular complaint to inanity in three posts. Is that a record?
I also agree about the joystick icon, it was my first time using point and drag and I like knowing which way I was going. When I got stuck in a corner I didn't have to start around randomly to try and get out.
Sam and Max's icon is more self explanatory. It works, and it is kinda helpful. Still, why is it a 360 controller? When this season isn't even on 360?
Haha at work I got accused of it being a Gamecube controller, so whatever. I wanted it to look like a generic sticky thumb thing.
That's a really good idea. I'll certainly second that since I have a tendency to drag the cursor much further than normal therefore requiring a lot more mousing to get Sam to turn. Constraining the cursor to the extremes of the virtual stick would basically solve that problem on the PC.
Edit: And its absolutely a Gamecube stick.
Telltale V-Stick
Gamecube Stick
Actually I agree with that somewhat.
Generally speaking I thought the control worked well and I have no problem seeing something on the screen as an aid. I prefer point and click though as it seems faster and requires less work from me. Oh the effort of using click and drag.
I would really love this. Alot.
Also, I loved the inventory!
Just here to comment on the inventory, I really like it, but maybe we could do with a bit more space between 2 items (or a slight reducement of the size of the icons), since I tend to get the "get" icon from the icon to the right of the item I want too often for my liking.
You mean like this?
You are right, and it seems to be an oversite caused by all the controller changes on the different ports. Such as the iPad not needing constraining, but the PC version should.
At the risk of going off topic, has anyone tried the mouse options? The third option allows you to use click'n'drag without holding down the button. Just, click,drag,steer then click again to stop moving. A lot of people were asking for this. I prefer to just click,n,drag but this shows TTG is listening.
Some post starts with insanity right away!
This post is Pale Man approved.
(And a good example of constrained click and drag is the way it worked in TMI, just replace the giant ring around Guybrush with the virtual analog and it's golden)
Also, in the inventory box, I recognized the squeezed doll hand from the original Sam & Max Hit the Road! Awesome!
Finally, the helpscreen showed a controller and lots of buttons, one of which didn't have an equivalent on the PC keyboard: 'Show Selectable Objects'. Well, come to think of it: I already finished the game without it, so ...
I knew I had seen it before. Thanks.:rolleyes:
For the PC though, they need to constrain the mouse to the thumbpad icon size and remove the mouse/hand pointer.
I do prefer the TOMI Hula, though. It gave you a better feel of player control, then having to look away from the player to see the joypad position.
I wrote a script to constrain the mouse to the thumbpad. This helps to not have to look at the mouse/hand point position to the thumbpad. Even though I no longer needed to look at the thumbpad to know how to move, I still found myself looking away from Sam because the thumbpad is on screen.
My suggestion is to add an option to the mouse options giving us the ability to select:
Click'n'Drag Icon: Hula, Thumpad, None.
This would please most people, but add to code complexity. Also in Max mode, it would have to use the Thumbpad instead of the Hula.
- The circle around Guybrush looked out of place and could be quite a moodkill
- Because the mouse pointer got invisible, it was impossible to tell, where it actually was in relation to the "center", which led to annoying pirouettes.
I'm not saying that there isn't room for improvement (actually, I mostly played the episode with a 360 controller, which was quite smooth), but I think the current solution is a big step up from ToMI.
this!
FWIW, the hula gave more info then most people notice. The arrow on the hula gave the direction from center. It also would slowly fade out as you moved closer to center. Slowly move the click'n'drag the mouse around in TOMI and watch the arrow closely.
I noticed the arrow, but never the fade out. Still, just having the pointer visible seems a lot easier to follow.
I think you have to manage to click something while using it to make it stay up, and it stays up until you use it again. Not completely sure about that though.
I didn't mean to imply that I wanted the ring back, I just want the cursor to be constrained to the joystick while you're using it rather than free-roaming.
Well. No. No. [wags finger] Bad Zodler. Bad.
Time for a typical Secret Fawful post. I like the joystick icon. Why? Because I'm not a little bitch. You might as well complain about the inventory, Max, and pointer icons while you're at it. And yes, while I didn't really care about the ring in TOMI, I do like this better.
I can't believe you're making an issue out of something as trivial as this. It's the same thing as being bothered by the pointer being shaped as Sam's (or Max's) hand.
Anyway, I know I'm not gonna worry about it, since the people who are bothered by something as unobtrusive like this is obviously a minority.
I personally don't use this dragging that much, since I prefer the WASD, and this control scheme needs its refinement as well. Since we only have four buttons to direct Sam with, and Telltale are convinced to constrain the movement on PC this way, I would rather see they could constrain all the way. That walking goes by a predetermined path or something.
In a perfect world we would still be pointing and clicking, though.
Well, if there was any immersion. You let yourself enter Sam and Max's world AT YOUR OWN PERIL. Also I use WASD so bleh to you complainers!
Actually the pointer currently needs to be there to let you know how far you overshot the onscreen joystick. The pointer should go though, and the mouse constrained just like it was in TOMI. The pointer is there due to the needs of normal mouse control and it is just an oversite that it works the way it currently does in click'n'drag mode.
The whole joystck thing was designed for the iPad and back-ported to the PC. It makes sense to have it on the iPad for visual feedback, but it is not really necessary to display on the PC. It is needed for an introduction to click'n'drag on the PC, but you should be able to turn the joystick display off.