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dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 7:24 am
by Samuel
Can we gather some thoughts on the dpad design and/or behavior?
You need the current alpha to test.

Reported issues so far:
  • make it smaller (customizable?!)
  • make it more transparent (customizable?!)
  • disable fullscreen navigation when active (customizable?!)
  • sometimes it doesn't seems to react (someone has an idea about the reason?)
  • the dpad could give visual feedback
  • move the dpad out of the map

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 7:49 am
by Pyrizzle
Honestly I tried it and decided I dont like using it at all. It takes too much space on the screen and doesnt make movement any easier than without it.

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 8:19 am
by Samuel
I don't use it too.
What could be improved?
Smaller? What else?

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 11:02 am
by Antison
Pyrizzle wrote:Honestly I tried it and decided I dont like using it at all. It takes too much space on the screen and doesnt make movement any easier than without it.
I agree 100%. I think it is to big, not responsive enough, and it hides the monsters , people, etc.

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 11:15 am
by Samuel
tek wrote:not responsive enough, and it hides the monsters, people, etc.
What means not responsive enough? Could you please be more specific?

Perhaps it should be more transparent. (customizable)

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 11:33 am
by Antison
Samuel wrote:
tek wrote:not responsive enough, and it hides the monsters, people, etc.
What means not responsive enough? Could you please be more specific?

Perhaps it should be more transparent. (customizable)
Let me preface this by saying that I have only played with it twice for 2 or 3 minutes each time.
I found at times that when I clicked the directional arrows, my character did not move right away.
I also don't like it because I have to keep my eyes in both the pad and the character.
Plus, you can still tap the screen to move the character while the pad is displayed. So if you miss the arrow, you may accidentally move in the wrong direction.

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 12:12 pm
by Samuel
Thanks for the details.
I updated the first post with issues and ideas.

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 5:03 pm
by Gottkaiser
IMO it would be great to get a feedback by the dpad
1) for example that it gets a little bit darker in the direction you are currently pressing it (like a shadow), as if it goes down a little bit like a pad on the gameboy does
2) or/and that it moves a bit in the direction it's pressed, like in the attached file:
ui_dpad 4.png
I don't know how difficult these things would be, it's just an idea :)

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 6:24 pm
by AngelRN
I was pretty excited about the D-pad, but also disappointed in using it. When I'm moving, I have to watch the D-pad to ensure I keep moving in the correct direction, and watch where my little dude is going. I tried to use it to play one-handed (just to see if I could) and kept minimizing the pad when I would try to reach across it (when the phone is in my left hand & I was moving right, or when the phone was in my right hand & moving left).

It does seem to get in the way of the characters/landscape. Would it be a viable option to downsize the playing field a little when using the D-pad and have it outside of the playing area?

Positives- the ability to choose where the pad displays, easily downsized & then recovered, transparency & intuitiveness.

Re: dpad experiences (0.6.10a)

Posted: Mon Oct 10, 2011 8:42 pm
by Samuel
AngelRN wrote:...kept minimizing the pad...
You may disable minimizing in the dpad options.

Added a poll to the first post. Share your thoughts. What needs to be done?