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Posts: 126 | Thanked: 94 times | Joined on Jun 2007 @ Berlin, Germany
#9
First of, thank you a lot for your fast and good work - it works . At the end of the day, it's the app devs that make the device.

Some more thoughts about cursor movement: There are basically two ways to move the cursor to a new position in the game. The first is to tap at the desired location, which moves the cursor immediately from the old to the new position and also executes a left-click action. The other is to press the stylus on the tablet and move it, basically dragging the cursor along. The latter is the only way to position the cursor above an interactive object in the game without immediately executing any action. I find this difficult to achieve in practice - when I drag the cursor, it tends to register multiple left-clicks during the movement, or at the very least one on "release". The protection foil I have on my display might be the reason.

While you're right that there's usually enough time to tap the button for right-click before George (the player character, for those not familiar with the game) actually executes the action (because he has to move to the target, etc.), that isn't always the case. It certainly makes the game a bit more stressful to play, IMO, if only because it adds the requirement to keep in mind your position relative to the target.

One compromise I can see is to keep the stylus interaction model like it currently is, but also bind the direction keys on the directional pad to move the cursor. Then in dubious situations the player could position the cursor with the directional pad, and then right-click with the button. I guess it depends on whether the ScummVM codebase has some sort of provision for "move cursor on axis X by N pixels" actions you could bind to a key event. I think that would be ideal .

Last edited by Sho; 2007-06-18 at 20:45.