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10-17-2012, 07:52 AM
#31
Joined: Nov 2009
Location: Lyon, France
Posts: 89
Send a message via Skype™ to mikahslash
Controls

Guys!
So I heard your complains about controls and I'm actually working on a virtual D-Pad right now for the next update!
If you have any suggestions, let me know!

Thanks!

Michael Peiffert
Founder / Creative Director at Mi-Clos Studio
Games released :
Out There
Space Disorder

Twitter : @Mi_Clos
10-17-2012, 08:03 AM
#32
Joined: Jan 2011
Location: England
Posts: 10,649
^Thankyou

Please let me know once the update is out and i'll be playing this one again. The game looks great but i personally thought the controls let it down.

If we can have a d-pad thats great, a button (icon) is also needed to press to thrust. Please add onscreen buttons (or the option) instead of swipes.

Look forward to the update

10-17-2012, 11:19 AM
#33
Joined: Nov 2009
Location: Lyon, France
Posts: 89
Send a message via Skype™ to mikahslash
Quote:
Originally Posted by psj3809 View Post
^Thankyou

Please let me know once the update is out and i'll be playing this one again. The game looks great but i personally thought the controls let it down.

If we can have a d-pad thats great, a button (icon) is also needed to press to thrust. Please add onscreen buttons (or the option) instead of swipes.

Look forward to the update
Thanks for your feedback!
I will post some WIP to show you how the controls look.
It's my first game so, yeah, it's not perfect and I should have implemented alternative controls.

Michael Peiffert
Founder / Creative Director at Mi-Clos Studio
Games released :
Out There
Space Disorder

Twitter : @Mi_Clos
10-17-2012, 11:24 AM
#34
Joined: Jan 2011
Location: England
Posts: 10,649
Well done for being honest, perhaps you did but at beta stage you should get a few testers, they can provide valuable feedback on the controls which are one of the main things to get right on iOS. Or look at similar platform games and what works well with those.

Either way looking forward to your update.
10-17-2012, 11:37 AM
#35
Joined: Jan 2012
Location: Philippines
Posts: 19,897
Quote:
Originally Posted by psj3809 View Post
Well done for being honest, perhaps you did but at beta stage you should get a few testers, they can provide valuable feedback on the controls which are one of the main things to get right on iOS. Or look at similar platform games and what works well with those.

Either way looking forward to your update.
Most beta testers nowadays become suckups though. They just say that the game is fantastic and dont point out anything amiss on a game. When 1 starts to point one fault out, everyone else just agrees.

You could try getting some "veterans" from the TA forum to beta test, im sure they can find faults or tidbits that could help in improving the game... And they give their feedback and not keep it to themselves.

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword
10-17-2012, 01:52 PM
#36
Joined: Sep 2012
Location: Planet Earth
Posts: 141
Quote:
Originally Posted by mikahslash View Post
Guys!
So I heard your complains about controls and I'm actually working on a virtual D-Pad right now for the next update!
If you have any suggestions, let me know!

Thanks!
I like 'em - These controls are the challenge of the game, so don't change 'em. And by the way, great art-style!

Last edited by B30; 10-17-2012 at 01:58 PM.
10-17-2012, 04:27 PM
#37
Joined: Nov 2009
Location: Lyon, France
Posts: 89
Send a message via Skype™ to mikahslash
Quote:
Originally Posted by B30 View Post
I like 'em - These controls are the challenge of the game, so don't change 'em. And by the way, great art-style!
Thanks!

You're absolutely right! Part of the challenge is to master the touch controls but as someone said in this forum, sometimes people don't want to waste time learning controls.

I think it's a shame to exclude a lot of players because of that.
So, the idea is to give players the choice : touch or virtual buttons.

Michael Peiffert
Founder / Creative Director at Mi-Clos Studio
Games released :
Out There
Space Disorder

Twitter : @Mi_Clos
10-17-2012, 04:41 PM
#38
Joined: Nov 2009
Location: Lyon, France
Posts: 89
Send a message via Skype™ to mikahslash
Quote:
Originally Posted by Exact-Psience View Post
Most beta testers nowadays become suckups though. They just say that the game is fantastic and dont point out anything amiss on a game. When 1 starts to point one fault out, everyone else just agrees.

You could try getting some "veterans" from the TA forum to beta test, im sure they can find faults or tidbits that could help in improving the game... And they give their feedback and not keep it to themselves.
Yeah if anyone is interested to beta test, just hit this link to register into my Testflight account : http://tflig.ht/eVGmf0

Michael Peiffert
Founder / Creative Director at Mi-Clos Studio
Games released :
Out There
Space Disorder

Twitter : @Mi_Clos
10-25-2012, 03:28 AM
#39
Joined: Nov 2009
Location: Lyon, France
Posts: 89
Send a message via Skype™ to mikahslash
Hi!
I've been working on an alternative control scheme and this is how it looks :



So the controls will be bery Lunar Lander-like (it's not a jumping game). Left, right and thrust. Press thrust to activate the jetpack and release to switch it off.
Thrust button is surrounded by item buttons (grenade and gravity orb)

Of course, I can add some transparency later on the virtual buttons.

What da ya think?
Thanks for your feedback!

Michael Peiffert
Founder / Creative Director at Mi-Clos Studio
Games released :
Out There
Space Disorder

Twitter : @Mi_Clos
10-25-2012, 03:42 AM
#40
Joined: Jan 2011
Location: England
Posts: 10,649
Think they look great and should work really well.

Pressing left/right and thrust is excellent, reminds me of JetPac from the 80's which worked the same way with the thrust.

Cant wait for this to get updated now ! Thanks