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Afekay

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  1. Like
    Afekay got a reaction from crossed in Celebrate Zed Times   
    This has been an amazing year Indiestone, congratulations to you all! I'm convinced 2020 will be even better!
  2. Pie
    Afekay got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    I'll give it a try  Great work guys.
     
    I played 2 short sessions, sorry I thought I would have more time.
     
    What controller are you using? Xbox360 Does the controller work? Yes. I have activated the controller in the option before starting, but once in the game, controller didn't work. I had to press buttons randomly until it worked. Then I noticed the tiny menu in the top left corner  This menu could be right in the center to make sure players won't miss it. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? It works but I didn't find it very clear. Ideal situation would be be to show the control schemes visually  How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? If I press "X", the pop up commands will show up, but won't disappear if I move away from the element I was interacting with. Let's say I want to turn on the oven, if I don't press "B", the pop up will stay there forever. Also, for example, if I face a door but there are objects that could be interacted with nearby, the priority may not go to the door. It can be tricky if I'm trying to go fast (but that's just an example). Suggestion: make some common actions like opening doors happen by pressing "x", but more elaborate interactions (ones that you don't usually do in a rush) by holding "x". On my 2nd run, I confirm that I have issues opening doors and entering vehicles. How would you like your gamepad play further improved? Looks nice so far. Do you play in split-screen? If so, how is this beta playing? Haven't tried split screen. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? What other gamepad bugs or weirdness have you noticed in this build? Game quit when I entered a vehicle. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Game feels nice right now, nothing to complain about regarding performance. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Optimizing controls by giving higher priority to common actions likes opening doors and entering vehicles.
  3. Spiffo
    Afekay got a reaction from junglistjim in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    I'll give it a try  Great work guys.
     
    I played 2 short sessions, sorry I thought I would have more time.
     
    What controller are you using? Xbox360 Does the controller work? Yes. I have activated the controller in the option before starting, but once in the game, controller didn't work. I had to press buttons randomly until it worked. Then I noticed the tiny menu in the top left corner  This menu could be right in the center to make sure players won't miss it. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? It works but I didn't find it very clear. Ideal situation would be be to show the control schemes visually  How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? If I press "X", the pop up commands will show up, but won't disappear if I move away from the element I was interacting with. Let's say I want to turn on the oven, if I don't press "B", the pop up will stay there forever. Also, for example, if I face a door but there are objects that could be interacted with nearby, the priority may not go to the door. It can be tricky if I'm trying to go fast (but that's just an example). Suggestion: make some common actions like opening doors happen by pressing "x", but more elaborate interactions (ones that you don't usually do in a rush) by holding "x". On my 2nd run, I confirm that I have issues opening doors and entering vehicles. How would you like your gamepad play further improved? Looks nice so far. Do you play in split-screen? If so, how is this beta playing? Haven't tried split screen. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? What other gamepad bugs or weirdness have you noticed in this build? Game quit when I entered a vehicle. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Game feels nice right now, nothing to complain about regarding performance. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Optimizing controls by giving higher priority to common actions likes opening doors and entering vehicles.
  4. Pie
    Afekay got a reaction from Batsphinx in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    I'll give it a try  Great work guys.
     
    I played 2 short sessions, sorry I thought I would have more time.
     
    What controller are you using? Xbox360 Does the controller work? Yes. I have activated the controller in the option before starting, but once in the game, controller didn't work. I had to press buttons randomly until it worked. Then I noticed the tiny menu in the top left corner  This menu could be right in the center to make sure players won't miss it. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? It works but I didn't find it very clear. Ideal situation would be be to show the control schemes visually  How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? If I press "X", the pop up commands will show up, but won't disappear if I move away from the element I was interacting with. Let's say I want to turn on the oven, if I don't press "B", the pop up will stay there forever. Also, for example, if I face a door but there are objects that could be interacted with nearby, the priority may not go to the door. It can be tricky if I'm trying to go fast (but that's just an example). Suggestion: make some common actions like opening doors happen by pressing "x", but more elaborate interactions (ones that you don't usually do in a rush) by holding "x". On my 2nd run, I confirm that I have issues opening doors and entering vehicles. How would you like your gamepad play further improved? Looks nice so far. Do you play in split-screen? If so, how is this beta playing? Haven't tried split screen. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? What other gamepad bugs or weirdness have you noticed in this build? Game quit when I entered a vehicle. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Game feels nice right now, nothing to complain about regarding performance. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Optimizing controls by giving higher priority to common actions likes opening doors and entering vehicles.
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