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Android: improved pointing system (and action controls.) #7645
Comments
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I think there should be touch buttons for use / place inputs, then you could put another finger on those |
Good idea. It would be particularly convenient placing the button/buttons on the left near the move buttons, because it seems that in the Android version the player cannot move and punch simultaneously anyway. |
Might be obvious to people who actually use the Android version, but I forgot to consider in my comment that replacing the current use / place scheme with buttons would require Android users to point their view at the thing they want to change, which they don't need to do currently. Maybe buttons should just be added in addition to the current controls. @waterel Or they could be put farther from the move buttons and let the player move, look, and punch using three fingers at the same time |
UPDATE: |
IMHO, the hold/double-tap implementation is one of the largest drawbacks of the Android version that prevents it from being on par with the PC version. It would be great to have dedicated buttons for punch and place, which would allow players to move and/or turn while digging or placing. |
Some good ideas in this thread. |
I add a few explanations in case anything were unclear, just to be safe. "Rotating view while digging" means to start digging (tap&hold) and, without lifting the finger, sliding it to rotate the view. Trying to do this (with "touchtarget" option set to "false") doesn't work, because the view keeps still, in accordance with the behaviour required when "touchtarget" is "true". I feel that fixing it so that the view rotates if "touchtarget" is "false" should be a trifle. "Start digging while rotating view" means to slide the finger to rotate the view and, during the movement, to start digging somehow. This can be accomplished by adding L/R mouse buttons on the screen and assigning to them the signals "dig" and "build". It will likely be preferred to have an option controlling whether to show the buttons or not. |
UPDATE: |
the easiest control scheme for movement that i can think of right now is the one i see in Minecraft by default, and i think it would fit here too:
with that said, i think the control of double-tapping for interaction that the game already have is great, and it should be good if the controls mentioned above could have the double tap for the cases where the player is pointing to a static block or object, or even an actual dynamic one like a door or a chest, because it should avoid the conflict of having to point to the air to do something like eating an apple for example (i still need to organize my thoughts on this part. that said, double-click good.). in the topic of remapping physical buttons, i think that an opt-in kind of setting should be better for this (also be aware of having to enable accessibility settings on Android and others in order to do that). if something like this should be implemented, the user should be able to choose the buttons they wish to use. i would suggest for any button except for the Home button, and make it so the Home button pauses the game at the first press, and while the game is paused, all the buttons goes back to their normal functions. with the use of physical buttons, a pair of joystick controls on the screen should be a reasonable choice, and a good addition to the crosshair too (beware of sensitivity, positions and inverted controls too — as in axis inversion, lefty controls and etc.). speaking of the screen, the interface itself could have some improvements too. starting with the ingame ones, there are certain controls that can be made a one tap item.
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with all this said, this is just changes that can be made gameplay-wise. i might have forgotten a lot of details though, but i hope these suggestions are useful. for the menus, i have a lot of other ideas to implementations and additions to all this Material Design stuff, but i can't actually program them (my pc is broken u_u) in any case, i hope i helped somewhat. thank you for reading uwu (edit: spelling, clarifications) |
in addition to these suggestions, i'd like to link to this comment from after someone showed me how touse the inventory to separate stacks and stuff. any opinions on that? |
@Wilker-a I tried what you are talking about. It is not comfortable. It is much more convenient to put only 1 item per 1 click into puttuing into craft cells. |
Issue type
Minetest version
OS / Hardware
Operating system: Android
CPU: arm
Summary
There are two main in-game problems with the Android version of Minetest:
These are the respective proposed solutions:
The text was updated successfully, but these errors were encountered: