Arcen Games

General Category => A Valley Without Wind 1 & 2 => Topic started by: maaltan on January 05, 2013, 05:05:45 pm

Title: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 05, 2013, 05:05:45 pm
[ftp]I have played avvw2 for several hours now.  mostly in 707, some in 709. I hoped to have a comprehensive  post before I'm finished with suggestions.  Hopefully I'm not repeating things , but i cant keep up with the storm of traffic in this forum.  I appreciate the hard work that has gone into this game and i find it to be a great improvement over AVWW 1.   I will be looking forward to the future of AVWW 2.



edit 1:  attached world file
edit 2: screenshot and in depth reflection of each topic
Title: Re: AVWW2: my impressions/issues/concerns
Post by: tigersfan on January 05, 2013, 05:15:40 pm
If you see any impassible areas, please send me a save of that world. They usually need to be corrected on an individual basis.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 05, 2013, 10:43:26 pm
attached world file in original post.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: wyvern83 on January 06, 2013, 11:26:51 pm
I agree with most everything on the list. Things are in a good spot in my game right now but I could see some of these issues becoming a problem later on.

I think having the equipment adds some occasional humor but you're right, they don't last very long at all at the moment.

If you see any impassible areas, please send me a save of that world. They usually need to be corrected on an individual basis.

I have one as well, I'm just below the location in question. World file attached below.

Edit: tigersfan, in light of the recent changes to the game I think I'll just start a new game. I'll take the fixed world file if you've done it already but if not that's perfectly ok as well.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 09, 2013, 07:22:55 pm
712 impressions

the new angle shot controls make this unplayable with a gamepad.    if you pushing in any direction except precisely left or right you stop dead in your tracks. (this includes the down angles..)  I'm playing on an xbox360 controller. I'm sure people can verify exactly how hard it is to press precisely 100% left or right using either the analog or whatever that thing is they stuck on there they call a dpad. :)

some ideas:

I am most partial to the second option myself.

I'm going to mess around with joytokey some to see if I can make things more playable in its current state.  if i can ill post more comments later.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: MouldyK on January 09, 2013, 08:01:45 pm
the new angle shot controls make this unplayable with a gamepad.    if you pushing in any direction except precisely left or right you stop dead in your tracks. (this includes the down angles..)  I'm playing on an xbox360 controller. I'm sure people can verify exactly how hard it is to press precisely 100% left or right using either the analog or whatever that thing is they stuck on there they call a dpad. :)

(http://static2.fjcdn.com/comments/I+feel+you+I+got+new+dogs+and+their+young+_d6efe612fbd220e80b30a14e80c2221a.jpg)
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Pepisolo on January 09, 2013, 08:30:17 pm
Quote
the new angle shot controls make this unplayable with a gamepad.    if you pushing in any direction except precisely left or right you stop dead in your tracks. (this includes the down angles..)  I'm playing on an xbox360 controller. I'm sure people can verify exactly how hard it is to press precisely 100% left or right using either the analog or whatever that thing is they stuck on there they call a dpad.

Interesting, I actually have not noticed this problem using the d-pad, although I can certainly imagine that using the analog stick could cause it. Will need to remap my controls to test, I think.

Quote
Keep as is except make it only happen when you are firing.  if you are not firing then you can be as wobbly with the stick as you need to and still walk.

Should work. I can't see why not.

Quote
Create a single "lockdown" keybind.  This would replace all the angle firing stuff attempted so far.  Basically if I'm not pressing that button i can walk jump and shoot in all 8 directions.  If i hold it down then the character is immobile while I aim.   I could comfortably map this to a shoulder button.

Yeah, like Contra Hardcorps or Alien Soldier. Would definitely be awesome on the joypad. This was my solution to the 8-way control problem for a long time. I think that the developers have finally trimmed the keyboard controls down to a level that they find acceptable, though, and are probably loathe to add even a single extra button at this stage.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Panopticon on January 09, 2013, 08:53:46 pm
Yeah, I switched over to the analog stick today to test the system with it and it's clunky feeling. Like when you try to navigate the menus. If you aren't pressing close to exactly up or down on the menus then it feels like the selection is sticking and inputs aren't registering. It's getting the input just fine, it's just on the menus there is very little horizontal selection going on. So in the action sections of the game, if you drift out of the horizontal alignment into the vertical your character stops suddenly. It's pretty jarring and made me switch back immediately to the D-pad. This is on a wired Xbox 360 pad.

People who absolutely hate the D-pad on the 360 gamepad are probably going to have some issues with this.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: madcow on January 09, 2013, 09:04:41 pm
Does playing around with the axis sensitively (or whatever it's called, forget the name offhand) help with this issue out of curiosity?
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Misery on January 10, 2013, 01:26:02 am
712 impressions

the new angle shot controls make this unplayable with a gamepad.    if you pushing in any direction except precisely left or right you stop dead in your tracks. (this includes the down angles..)  I'm playing on an xbox360 controller. I'm sure people can verify exactly how hard it is to press precisely 100% left or right using either the analog or whatever that thing is they stuck on there they call a dpad. :)


I just wanted to make a quick point here:   The 360 controller is infamous for having basically the single worst d-pad ever created.   No, seriously.   It's *that* bad.   No, no no.... actually, it's WORSE than that bad.

Did you know it's technically possible to, say, press UP on the thing and have it register as DOWN?   Yeah.  I wish I was making that up.

I play alot of shmups, the majority of which are, unfortunately, on the 360 for some bloody stupid reason, and that controller....  using it in those is pretty much a futile effort.   It *will* just cause you to lose, over and over and over, through no fault of your own.



It's not the game's controls at fault here, I am 100% certain of this, and there's likely to be exactly squat that can be done from that side of things to make the 360 controller work better for this game.   I'm using a PS3 controller, and havent even once encountered this issue.   That thing's dpad is seriously about as good as they get.   If you have one..... consider using it instead.   Granted, it's pretty obnoxious to set up so that the blasted PC recognizes it.   I use MotionJoy and Joy2Key both together in order to make this work.   Havent attached the 360 controller to the PC since getting that to work, and hopefully, I wont have to ever again.   That controller really is awful.

I dont understand WHY they got the dpad on that thing so completely WRONG.   
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 10, 2013, 07:38:11 am
As I mentioned, I already found using the built in gamepad controls unplayable.  the built in deadzone/sensitivity does nothing for me and i would always drift left.  As a workaround I am using joy to key.  With joy to key i found the 708 experience very nice and on par with pretty much any nes/snes era platformer.

I was able to get the PS3 controller to recognize at one time but it kept doing wierd things like disconnecting randomly and getting totally corrupted and streaming random button presses.  also deadzone adjustment is just as missing when using the ps3 controller and my ps3 controller has a REALLy bad off center stick.

On the other hand, this is beta testing and since it looks like PC gaming (windows, mac, etc)  is moving toward using the xbox controller as the defacto standard  ( steam seems to be helping push it along with their "big picutre" and new console box development )  this is probably the controller that should be targeted.   crappy dpad and all.

PS:  i was unable to map the dpad using the built in support.  it is actually a pov hat in windows and there is no option for that.  with joy to key i have it mapped for usage in menus.   due to the crappy design it is actually harder to push directly left or right. than from the analog stick.


Title: Re: AVWW2: my impressions/issues/concerns
Post by: Pepisolo on January 10, 2013, 09:41:27 am
Quote
I was unable to map the dpad using the built in support.

Really, I use an xbox 360 pad (yes the d-pad is a bit sucky) and was able to map it in-game. Make sure you are trying to map it onto the Gamepad/Mouse Axis option and not the Gamepad Key option.

Title: Re: AVWW2: my impressions/issues/concerns
Post by: Panopticon on January 10, 2013, 02:29:43 pm
Yeah, every function of the 360 controller is mappable in Valley 2. Triggers are mapped as an axis and the D-Pad is as Pepi says.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: LayZboy on January 10, 2013, 04:50:29 pm
You people use the D-pad and not the joysticks? Lolwut?
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Panopticon on January 10, 2013, 06:18:45 pm
I can't stand the analog stick for this sort of game. As atrocious as the 360 D-Pad is, it's more accurate than the analog stick.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 10, 2013, 06:23:56 pm
well .. i was able to map the dpad so that works at least now.  no benefit.

Also, the axis noise cancellation still has no effect.  now that the axis/button config boxes are combined i found it really hard to actually set the key i wanted.  it kept registering my slightly off center sticks.  I ended up having to move the left stick a bit to the right and right stick a bit up and left, wiggle the l and r triggers just a tiny bit THEN it wouldn't automatically assign something when i clicked the field.

Looking at the 713 changelog it looks like they are keeping the no move angle firing mode the same.    Can you make it so you are only locked in place if you are firing?   I've been playing a bit and I'm doing better at only hitting left and right, but its still a big problem when having to do tight maneuvering
Title: Re: AVWW2: my impressions/issues/concerns
Post by: MouldyK on January 10, 2013, 07:39:25 pm
well .. i was able to map the dpad so that works at least now.  no benefit.

Also, the axis noise cancellation still has no effect.  now that the axis/button config boxes are combined i found it really hard to actually set the key i wanted.  it kept registering my slightly off center sticks.  I ended up having to move the left stick a bit to the right and right stick a bit up and left, wiggle the l and r triggers just a tiny bit THEN it wouldn't automatically assign something when i clicked the field.

Looking at the 713 changelog it looks like they are keeping the no move angle firing mode the same.    Can you make it so you are only locked in place if you are firing?   I've been playing a bit and I'm doing better at only hitting left and right, but its still a big problem when having to do tight maneuvering

This might help if possible.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Pepisolo on January 10, 2013, 07:53:07 pm
Just to check Mouldyk and Maaltan did you guys try changing the Axis Noise Cancelling to .75 for up and down (leave the horizontal at.5). Seemed like a vast improvement to me.

Quote
Can you make it so you are only locked in place if you are firing?

Actually, thinking about it, this solution might be pretty good. If even after messing with the Axis Noise Cancelling that doesn't give a satisfactory result, this seems like a decent fix. This might even be the preferred way to implement the fixed diagonal shooting, haven't had enough time to test and think about it yet, though.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: MouldyK on January 10, 2013, 08:16:09 pm
It does make a world of difference, but i'm thinking of others really. Maybe even a toggle, but if it aint changed, I won't be too fussed. :)
Title: Re: AVWW2: my impressions/issues/concerns
Post by: Misery on January 10, 2013, 08:42:34 pm
You people use the D-pad and not the joysticks? Lolwut?


Some games simply do not work right if you use the analog sticks.

Hell, I think 99% of the games I am most into are this way.   Fighting games (2D, not 3D), and shmups.... you simply DO NOT use the analog for either, not unless you want to die/lose really, REALLY often.   And I dont use arcade sticks because they hurt my arm and also just slow me down. 

I actually cant remember the last game I played that actually made use of analog sticks.



I was able to get the PS3 controller to recognize at one time but it kept doing wierd things like disconnecting randomly and getting totally corrupted and streaming random button presses.  also deadzone adjustment is just as missing when using the ps3 controller and my ps3 controller has a REALLy bad off center stick.


The PS3 controller needs to be set up carefully using a very specific sort of driver and program.   Also, it seems to *require*, at all times, both something like Motionjoy, *and* Joy2key running at once, and both have to be set up *correctly*.   The 360 controller only works without because the machine instantly recognizes it;  Sony did not add plug-n-play to theirs, because Sony.

And the initial setup, if done right, actually takes a bit of time.   If NOT done right, you run into all sorts of wacky problems.


It's a hassle, but..... it's *so* worth never, EVER having to use that nightmare that Microsoft calls a controller.   I'm well aware that most games only support the 360 controller..... and I laugh at them, because I'll be FORCING them to use the PS3 one instead.   The 360 one can go rot in a hole somewhere.    And you only have to do that initial setup once..... once you've got the thing going correctly and working the way you want, from that point on, you need only fire up the related programs, and there you go.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: LayZboy on January 11, 2013, 12:00:31 pm
Some games simply do not work right if you use the analog sticks.

Hell, I think 99% of the games I am most into are this way.   Fighting games (2D, not 3D), and shmups.... you simply DO NOT use the analog for either, not unless you want to die/lose really, REALLY often.   And I dont use arcade sticks because they hurt my arm and also just slow me down. 

I actually cant remember the last game I played that actually made use of analog sticks.

Weirdo.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: LaughingThesaurus on January 11, 2013, 01:53:49 pm
Misery seems to like a lot of games that require fine control and demand a great deal of precision, so it's not exactly unprecedented to feel that way. It's like, how I play Rock Band Blitz, I NEED a specific controller. Without that controller, my performance in that game is horrendous. Why? Because it's demanding, and the subtle things matter.
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 11, 2013, 08:05:00 pm
a quick 713 report:


edit: this is interesting: http://forum.unity3d.com/threads/58016-Joystick-calibration?p=372111&viewfull=1#post372111
Title: Re: AVWW2: my impressions/issues/concerns
Post by: MouldyK on January 11, 2013, 08:37:35 pm
http://steamcommunity.com/app/228320/discussions/0/864956554756404309/

^--- First Steam comment about the pad-controls.

Quote from: Doctor Teeth
Gamepad Glitchy

I'm using a standard xbox 360 gamepad and my controls have been so flaky in this game, that I initially thought there was something wrong with controller. However, I went back and tested it with other games, and it is not a problem with my controller. Whenever I use the analog stick, control just doesn't feel "tight". Often, my guy won't start moving in the direction I hold right away, or else he'll continue moving in a direction after I stop holding in that direction. What the heck?
Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 11, 2013, 09:46:58 pm
hmm annoying .. browser crashed and lost post ...the summarized version

the dead property in the input manager in unity appears to be broken (at least on my machine with the xbox 360 controller). 
http://answers.unity3d.com/questions/129838/joystick-movement.html

you will need to roll your own deadzone code for gamepads to work properly.  there is a good example in that post.

attached is an example project that shows the issue.  dead is set to .999 yet the numbers still show a full range of floating point values (first in text box is horizontal, second is vertical

edit 1:  continue posting and hope no more crashes....

the deadzone setting will need to be outside the key binding pages.  This is because if the deadzone is too low, then you cannot map things easily/at all(see one of my posts  above for details).  As i said before, 30% seems to work well  (ex   if( ax < 0.3f  && ax > -0.3f)) and should serve as a good starting point.  It would be nice to have separate deadzones for each direction of at least the left thumbstick.

Title: Re: AVWW2: my impressions/issues/concerns
Post by: maaltan on January 13, 2013, 01:20:57 am
because Sony.

Yeah.. just caught that statement....all i can say is yeah..... I've not knowingly given them money since the other os crap.  It would have been after the rootkit crap  if i actually listened to that kind of music. <angry old man fist shaking>

But lI digress'  lets take this rant elsewhere and stay on target :-)   
Title: Re: AVWW2: my impressions/issues/concerns
Post by: benetnash on January 13, 2013, 03:02:41 pm
This topis seems good to ask this question: what is your source of character names in this game? My hero is Bonifacy Biesiada and I chosen him for this amusing name.