Author Topic: AVWW2 Beta 707 Control Update  (Read 6160 times)

Offline madcow

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Re: AVWW2 Beta 707 Control Update
« Reply #15 on: December 23, 2012, 01:10:58 pm »
I've seen messages at the start of games that say:
This is intended to be played with a gamepad

And then another screen after that says:
But it works just fine on keyboard too.

Something like that could work.

Offline Square

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Re: AVWW2 Beta 707 Control Update
« Reply #16 on: December 23, 2012, 02:25:21 pm »
i found out how to set the controls to be a little bit better for the keyboard.

on mac to change controls go into your valley2 folder then runtimedata and open inputbindings.dat with textedit and open inputbindings.bak too i think. where it says:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|None|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|None|None|None|None|JoystickButton7|None|10

i changed to:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|LeftShift|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|LeftControl|None|None|None|JoystickButton7|None|10

and also changed:
KeyBinding:Ingame_Walk|LeftControl|None|None|None|None|None|None|10
to:
KeyBinding:Ingame_Walk|Z|None|None|None|None|None|None|10   (for walk though i havent seen use for this yet)

when your done save your changes and close text edit and run the game and make sure it works.

this will allow you to use your left pinky to aim up with shift or aim down with control freeing up your other fingers for spell buttons. these controls feel  a little bit better. or maybe set it up so caps is aim up and shift aim down.

if your playing through steam go to:Library/Application Support/Steam/SteamApps/common/A Valley Without Wind 2/Runtimedata/ then the inputbindings.bak and .dat files.

I'm trying to figure out how to get the zero on the num pad on the right configured so i can aim up with my right pinky and aim down with my  left. if someone finds out could you post on here to help me? thanks.

Offline Nanashi

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Re: AVWW2 Beta 707 Control Update
« Reply #17 on: December 23, 2012, 03:27:44 pm »
i found out how to set the controls to be a little bit better for the keyboard.

on mac to change controls go into your valley2 folder then runtimedata and open inputbindings.dat with textedit and open inputbindings.bak too i think. where it says:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|None|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|None|None|None|None|JoystickButton7|None|10

i changed to:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|LeftShift|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|LeftControl|None|None|None|JoystickButton7|None|10

and also changed:
KeyBinding:Ingame_Walk|LeftControl|None|None|None|None|None|None|10
to:
KeyBinding:Ingame_Walk|Z|None|None|None|None|None|None|10   (for walk though i havent seen use for this yet)

when your done save your changes and close text edit and run the game and make sure it works.

this will allow you to use your left pinky to aim up with shift or aim down with control freeing up your other fingers for spell buttons. these controls feel  a little bit better. or maybe set it up so caps is aim up and shift aim down.

if your playing through steam go to:Library/Application Support/Steam/SteamApps/common/A Valley Without Wind 2/Runtimedata/ then the inputbindings.bak and .dat files.

I'm trying to figure out how to get the zero on the num pad on the right configured so i can aim up with my right pinky and aim down with my  left. if someone finds out could you post on here to help me? thanks.

Run AVWW, hit escape and select "Settings" from the menu. Next, use the mouse (that's right)  and click on "View and Edit Controls". It's a lot easier than editing a text file.

Numpad 0 is "Keypad 0" in the settings. Right now I'm using 8456 for UDLR, 97 for upwards aiming and 3 for downwards. This way, all the directional movement is mapped to the right hand and not half as awkward as Q or E combinations.
« Last Edit: December 23, 2012, 03:29:57 pm by Nanashi »

Offline Square

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Re: AVWW2 Beta 707 Control Update
« Reply #18 on: December 24, 2012, 01:31:54 am »
@Nanashi

 I see it now. I looked in there but I guess I missed it. Thank you, yeah so much easier that way. I considered your idea of using the num pad keys for movement with aiming but i think id like it better having the aiming seperate. I've been thinking of making wasd for movement just because I'm so used to using that in so many games. not sure how I'm gonna do it but when i find something that feels comfortable and natural i will post it. thanks again.

Offline LaughingThesaurus

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Re: AVWW2 Beta 707 Control Update
« Reply #19 on: December 24, 2012, 01:45:00 am »
Super Meat Boy doesn't really insult you for not using the controller, though. The only thing I really think was unnecessary was how they actually bound the buttons. It's like they deliberately designed it to be unplayable with the keyboard. Seriously, shift is run, space is jump, w/a/s/d moves you. One-handed control is not what you want in a precision platformer.

Offline doubtful

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Re: AVWW2 Beta 707 Control Update
« Reply #20 on: December 24, 2012, 02:19:47 am »
I'm fine with the new control scheme...it makes things more challenging and reminds me of playing Super Metroid on my emulator (in which i used a keyboard exactly how I remapped the keys in this game, actually). :D

But GAWD I hate not being able to jump-shoot anymore. Dubya tee eff, mate?  Needs a toggle, ASAP, lol.

That said, if you want to enable mouse support, you could make it so somehow using your moues to aim uses the same "resolution" of possible angles as the game currently allows.  Ie, move your mouse in to the right and down, and your character aims 45 degrees down to the right, or something. idek.

Or just keep the control scheme, since it works, but encourage people to remap the default keybinds since they're TERRIBLE. XD

*edit*
I remapped it to WASD for movement as standard, Q and E I left for diagonals, and I use the num keypad for attacks. 123 are standard attacks, and I think 0 is special? Works for me just fine and lets me move with leftie like I'm used to for every game ever.

Offline madcow

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Re: AVWW2 Beta 707 Control Update
« Reply #21 on: December 24, 2012, 09:41:05 am »
One thing to keep in mind about mouse aiming even at 8 angles. It would still make mouse aiming better than gamepad/keyboard for one key reason - kiting. You would be able to use the mouse to fire behind you, while you simply can't do that on keyboard/gamepad controls, where kiting takes skill. Part of the idea was to make it so that all control methods were on even footing.

Though if mouse aiming only worked to fire up/down/the way you are facing... hmm.

Offline Nanashi

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Re: AVWW2 Beta 707 Control Update
« Reply #22 on: December 24, 2012, 12:06:24 pm »
One thing to keep in mind about mouse aiming even at 8 angles. It would still make mouse aiming better than gamepad/keyboard for one key reason - kiting. You would be able to use the mouse to fire behind you, while you simply can't do that on keyboard/gamepad controls, where kiting takes skill. Part of the idea was to make it so that all control methods were on even footing.

Though if mouse aiming only worked to fire up/down/the way you are facing... hmm.

You didn't need a mouse to do that in AVWW1, which had keyboard specific autoaim locks.

Personally, I disliked that feature in AVWW1 and I'm not eager to see it return. Locking onto a target and jumping all around or running away with the fire key held down isn't a very engaging combat system. I'm more used to games where the action of attacking compromises your defense, which I personally think is much better for balance.

Offline Panopticon

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Re: AVWW2 Beta 707 Control Update
« Reply #23 on: December 24, 2012, 01:38:16 pm »
i found out how to set the controls to be a little bit better for the keyboard.

on mac to change controls go into your valley2 folder then runtimedata and open inputbindings.dat with textedit and open inputbindings.bak too i think. where it says:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|None|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|None|None|None|None|JoystickButton7|None|10

i changed to:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|LeftShift|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|LeftControl|None|None|None|JoystickButton7|None|10

and also changed:
KeyBinding:Ingame_Walk|LeftControl|None|None|None|None|None|None|10
to:
KeyBinding:Ingame_Walk|Z|None|None|None|None|None|None|10   (for walk though i havent seen use for this yet)

when your done save your changes and close text edit and run the game and make sure it works.

this will allow you to use your left pinky to aim up with shift or aim down with control freeing up your other fingers for spell buttons. these controls feel  a little bit better. or maybe set it up so caps is aim up and shift aim down.

if your playing through steam go to:Library/Application Support/Steam/SteamApps/common/A Valley Without Wind 2/Runtimedata/ then the inputbindings.bak and .dat files.

I'm trying to figure out how to get the zero on the num pad on the right configured so i can aim up with my right pinky and aim down with my  left. if someone finds out could you post on here to help me? thanks.

Seriously?

This has raised a question for me. How many people complaining about the controls are unaware of the settings menu and the rebindable controls? You'd think this sort of thing would be obvious but now I'm starting to see I may have to redefine my definition of obvious.

Offline zaaq

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Re: AVWW2 Beta 707 Control Update
« Reply #24 on: December 25, 2012, 08:06:02 am »
Firing at an angle while jumping is (almost) certainly a bug. I filed a Bug Report on Mantis.
« Last Edit: December 25, 2012, 08:08:47 am by zaaq »

Offline Boonshniggle

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Re: AVWW2 Beta 707 Control Update
« Reply #25 on: December 25, 2012, 12:39:46 pm »
i found out how to set the controls to be a little bit better for the keyboard.

on mac to change controls go into your valley2 folder then runtimedata and open inputbindings.dat with textedit and open inputbindings.bak too i think. where it says:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|None|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|None|None|None|None|JoystickButton7|None|10

i changed to:
KeyBinding:Ingame_AimAtUpwardsAngle_UKB1|E|LeftShift|None|None|None|JoystickButton6|None|10
KeyBinding:Ingame_AimAtDownwardsAngle_UKB1|Q|LeftControl|None|None|None|JoystickButton7|None|10

and also changed:
KeyBinding:Ingame_Walk|LeftControl|None|None|None|None|None|None|10
to:
KeyBinding:Ingame_Walk|Z|None|None|None|None|None|None|10   (for walk though i havent seen use for this yet)

when your done save your changes and close text edit and run the game and make sure it works.

this will allow you to use your left pinky to aim up with shift or aim down with control freeing up your other fingers for spell buttons. these controls feel  a little bit better. or maybe set it up so caps is aim up and shift aim down.

if your playing through steam go to:Library/Application Support/Steam/SteamApps/common/A Valley Without Wind 2/Runtimedata/ then the inputbindings.bak and .dat files.

I'm trying to figure out how to get the zero on the num pad on the right configured so i can aim up with my right pinky and aim down with my  left. if someone finds out could you post on here to help me? thanks.

Seriously?

This has raised a question for me. How many people complaining about the controls are unaware of the settings menu and the rebindable controls? You'd think this sort of thing would be obvious but now I'm starting to see I may have to redefine my definition of obvious.

Agreed, the amount of posts I have seen complaining about controls when it's obvious they haven't thought to rebind them is just AMAZING! I'm surprised some people even know how to use a voting booth these days, maybe they don't and just hit random buttons on the screen :P I wouldn't be surprised in the slightest these days.

Offline madcow

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Re: AVWW2 Beta 707 Control Update
« Reply #26 on: December 25, 2012, 12:45:55 pm »
-snip-
I'm surprised some people even know how to use a voting booth these days, maybe they don't and just hit random buttons on the screen :P I wouldn't be surprised in the slightest these days.

Florida says hi.

Offline Boonshniggle

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Re: AVWW2 Beta 707 Control Update
« Reply #27 on: December 25, 2012, 12:56:08 pm »
-snip-
I'm surprised some people even know how to use a voting booth these days, maybe they don't and just hit random buttons on the screen :P I wouldn't be surprised in the slightest these days.

Florida says hi.

LMAO, so true! ;)

Offline zaaq

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Re: AVWW2 Beta 707 Control Update
« Reply #28 on: December 25, 2012, 01:25:58 pm »
Quote
the amount of posts I have seen complaining about controls when it's obvious they haven't thought to rebind them is just AMAZING!

The complaint is that we shouldn't have to rebind them. The controls should focus on maximum usability from the start.

Offline Panopticon

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Re: AVWW2 Beta 707 Control Update
« Reply #29 on: December 25, 2012, 02:15:33 pm »
Quote
the amount of posts I have seen complaining about controls when it's obvious they haven't thought to rebind them is just AMAZING!

The complaint is that we shouldn't have to rebind them. The controls should focus on maximum usability from the start.

And that is why we are beta testing, where complaining is useless. Don't complain, state your observations, make suggestions and be constructive. To expect out of the box functionality in a beta is not realistic.