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Thread: Should have a "invert" mouse buttons for combat in Legend of Grimrock

  1. #1
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    Feb 2012
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    Should have a "invert" mouse buttons for combat in Legend of Grimrock

    Hello friends, what I really wanted to have "invert" mouse buttons that also for combat, so I would like to request developer of game that they can add an option to switch the functions of having left and right clicks at the context of combat controls and reason for have is that when there are thing which are becoming frantic and also when pressing left click by mistaken then during that time weapon stuck on mouse instead and I do think that people who are playing on computer are use to left click for activate/press and during time of combat it is very much counter intuitive and it keep on going hectic and also I forget it for most of time mainly with left clicking at button in the wall which does activate it. So what you people have to say about it? Thank you.

  2. #2
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    I would like to say if we people started using synonym left click as "use" which will be having attacking and then right click can be named as "equip". It could moreover match with the conduct that right clicking piece of supplies in reality does outfit stated part. The term "utilize" will in addition fit with the way that you utilize parts in the event globe with other left click, of you desire to sum up additional, call it cooperate or whatever). I am more astonished concerning the default way it has been set up, resulting from the fact that at look it appears in dissension with the rest. I am able to dare to say regarding why right click was utilized as the assault catch, they would like user to have the capacity to space in gear as he considers it without expecting to open the element sheet. However you know, you would be able to essentially file is something under control then to other left click which is used for "quick equip "; "empty hand" for left click which can used for "use/attack", in the challenge of elements hands. The just focal point to utilizing right click as a strike catch is depending on if you have a desire to pick an outfitted weapon into a void hand, without opening the element sheet, (depending on if we collect the above was in actuality). Well lights may come to be bothering, but you know they would be able to essentially be automatically dropped, no living breathing person is determined to utilize a worn out light to assault.

  3. #3
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    I would be able to understand that the developers adapted the controls to this streamlined interface which merges the element portraits/status, marching order icon, and attack buttons, and allows equipment changes without entering the character sheet. Unfortunately I am attempting to overcome 25 years of muscle memory. I haven't figured provided that I can acclimate to the Legend of Grimrock implementation of rodent control, as I look for to utilize the other left button to control nature and strike, and power to open element sheets. Spell throwing might be considerably more confounding. I do wish that alternate-click, right-click, and twofold-click on the element sheet would be able to be user assignable to every activity. For the instant I continue incapacitating myself in the middle of combat.

  4. #4
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    Even I also wanted to have and also like to have an option so that we can be able to swap torches which are been there on cursor with one on the wall that also to be done just by clicking on the torch on the wall whereas we should have another torch on cursor and one thing which I would like to say then when we are playing it in windowed mode then X which closes inventory and it is very much closed to X button, so when clicking it on that then it closes entire window such that game is been shut down and this is what I say easy way to lose progress by that method, so I think that there should be a pop up a confirm window before closing it, I really not knowing that how many have test this on beta.

  5. #5
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    I am going to click to attack in this game countless more times than I will equip/unequip, and in all of the time I have utilized a mouse, the right mouse button was an optional one assuming that it was even present. I feel the left mouse button ought to be configurable for essential activities for example controlling the game environment as well as all attacking/spellcasting duties, leaving the right mouse button for different things for example equipping, opening element sheets/inventory, and so on. Whenever things begin to matter in combat, I automatically begin to other left-click, and that leads to frustration.

  6. #6
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    The inventory UI equivalent of elements hands could be the equipment slots (found alternate and right of the chest piece opening separately). I am not basically inferring "reverse every last trace of the usefulness". What the user is saying in this topic is that mouse actions ought to be logical. Case in point the inference prior that it is possible to appoint left click to do special things dependent upon condition for example "do I have item 'in hand', i.e. did I just pick a stone from the floor", for example. While above suggestion is not perfect, as I sharp out myself prior, it is restricted to tie something greater than one movement into a lone rodent even "other side click" (commonly product follows "other side fasten", see underneath) by making it subject to surrounding variables. In addition here is something more, a mouse is not as a matter of fact unequivocally several binds (even provided that everything you had is the exact fundamental rodent with a few hardware buttons).

  7. #7
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    Perhaps in this way, but opinion makes a point not to break even with inclination. In interface outline there are something called meetings, when something breaks the proposed gatherings it is to be looked for contrasting sentiments to ascent. For instance when making programming you don't compose a catch that is "pressed" by right clicking on it, in the event that you do it is a special case, although it is flawlessly valid to make such button a user might be looked for to address in case there is sufficient thinking behind this unexpected conduct. Regularly a button is demarcated by having a few states: pressed or not, the button could possibly reset its state quickly following being pressed or just on consequent presses. In any case, on account of grimrocks "hand" catches there are interchange states that might be called append and isolate case in point. The states cannot exist together i.e. you cannot press and join at the same time, so in alternate expressions the hand symbol in grimrock is a half and half among a "space" and the more customary button.

  8. #8
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    Not love I was anticipating anything else. Is it accurate to say that you are yet attempting to arrive at a finish, or it is safe to say that you are doing this for diversion? Some wiped out, private amusement you get out of nitpicking and explaining on your futile suppositions? So how about we state I pick an article and put it in the hand of my element utilizing just the alternate catch. Later, I update my psyche and would like to take that article off, but I lack the capacity to, being as how for some explanation the alternate rodent catch is not working anymore and as an alternate, my element is swinging the atmosphere, how badly designed. Why would I be able to not utilize one button for battle, and one catch for every little item else? As a substitute, I'm needed to memorize this unpredictable method of interfacing with the parts my elements are utilizing. Look, it doesn't matter if the gathering edges are particular from the stock, it’s still more unvarying to have the ability to move parts (as in all parts universally) with the other side catch. Moving articles around makes a point not to need several partitioned buttons. It's something rung gatherings, look it. I don't think I would be able to name any diversion that suddenly updates the controls for the method some articles carry on relying on where they are put in the UI. Imaginable on the grounds that visionaries (Very nearly Human incorporated) can see that its unneeded, no matter the case.

  9. #9
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    I think the different options could in fact overpower any player, in this post it has been asked to do alternate-click-to-automatic-provide, alternate-click-to-assault, right-click-to-do-all-spell-connection, other side-click-to-do-all-spell-cooperation, left-click-to-move-element-positions, and so on. This could doubtlessly end up a truly extended list in the crux-config-menu. Grimrock does in fact not work like most present day games with "essential activity buttons" and "secondary movement buttons”... it has a particularly exceptional approach to communicate with things (like dragging a key to a keyhole, looking around as a special choice Separated from standard development).

  10. #10
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    Re: Should have a "invert" mouse buttons for combat in Legend of Grimrock

    Here is one plan for later improvements-accord the choice of an interchange interface with disconnected element representations at the top for status and stock, and attack/casting board on the easier right as perceived in the prototype/early infrastructure screenshots. Essentially, and with the old school interface mode. There would be able to be just several choices (minimal/old school) to diminish turmoil, and every person would be able to pick the one they lean toward. I independently could be considerably more productive if assault binds were particular. A more confused choice could be to permit users to reconfigure the interface units and rodent catch roles independently, but this would be able to likewise profit other side gave users. I am about part fulfilled with the game, and still reliably utilize the wrong bind for attacking/casting owed to hundreds/thousands of hours spent in "alternate bind to assault" games.

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