vasthacker.blogg.se

Fun free online multiplayer laptop mouseless
Fun free online multiplayer laptop mouseless







If it did, there wouldn't be much of a reason for device A. Attempting to apply the style of device A to device B doesn't work well. Really, it all boils down to how responsive and orthogonal you want your two actions (moving and shooting) to be.Įssentially you have yourself the challenge of overcoming deep rooted control schemes.

  • This would also let you translate your controller input the same way (LT and RT to rotate), avoiding significant disparity between your input methods.
  • WS to move forward/backward, AD to strafe, QE to rotate.
  • The top-down levels of Contra 3 on SNES did it that way and it was pretty effective. But, I'd suggest revising it to not have an extra button to toggle strafe v rotate add two extra buttons so you can strafe and rotate at the same time.
  • The already suggested forward/backward, strafe, rotate, shoot scheme.
  • (Yeah, we're departing from twin-stick shooter-dom here.) Something like Click-to-move, Shift-click-to-shoot
  • Viable if your game is reliant on fine grained movement and less so on shooting.
  • Making the player follow the mouse gives you fine control over your movement while keyboard input still limits your shots to less precise angles.
  • It's a little weird, but it's a possibility.
  • Allow movement with the mouse and use WASD (or similar) to shoot, like one of the control schemes in Echoes.
  • I don't like this scheme myself but in the games I linked above, it does work.
  • It makes running away from a large mob tricker.
  • Like you mentioned, it does have the disadvantage of having to move toward what you want to shoot for long enough to face that direction and start shooting.
  • If you're moving down and hold shoot, you start shooting down and stay facing/shooting that way regardless of where you move until you let go of shoot.
  • Like Hyper Princess Pitch and Voxatron do.

    fun free online multiplayer laptop mouseless

  • Allow movement with WASD and lock shooting in the direction that the player was facing when he started shooting.
  • Back in the day, I played the crap out of Robotron on the Apple][ which used a similar scheme (ESDX and IJKM).
  • It doesn't give you the finer control but is very usable if the game design accounts for it.
  • It gives you 8 discrete directions to move and shoot separately.
  • I don't think that should be a problem for most keyboards. Worst (realistic) case is 4 simultaneous letter keys.
  • Allow movement with WASD and shooting in 8 directions with IJKL.
  • Are you limiting the angles you can shoot in if you're using a controller? If you're not, that's potentially going to suck for keyboard players. I'd argue that it's less precise than two joysticks since you have to move the mouse to different sides of your character, as opposed to just switching the direction of the mouse.

    fun free online multiplayer laptop mouseless

    I'm not sure what you don't like about mouse to shoot but I'd reconsider avoiding it. Two controller sticks is rather precise already. If you're targeting a controller as the preferred method and supporting keyboard input, you're going to need to emulate that behavior as much as possible (or write two completely different control schemes into your game and design for both ways of playing).

    fun free online multiplayer laptop mouseless

    (I can't find a source for that, but I recall Edmund saying it was intentional.) It's worth noting the game does let you curve shots by shooting while you're moving. In the Binding of Isaac, only shooting in 4 directions was a specific design decision. My answer is going to assume you do mean "twin-stick." If, in your question, "twin-stick" is a misnomer and you just mean top-down shooter, that's different.









    Fun free online multiplayer laptop mouseless