Translation of user input (via mouse, keyboard, gamepad, touchpad or other hardware interface) into in-game actions

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23
votes
4answers
2k views

What is the point of “delta” in this code? Does it reflect a standard thing in game dev?

I know very little about game programming but would like to learn more. I am trying to understand the code for this game. I am trying to understand why the code is passing a "delta" to ...
13
votes
4answers
2k views

How could I constrain player movement to the surface of a 3D object using Unity?

I'm trying to create an effect similar to that of Mario Galaxy or Geometry Wars 3 where as the player walks around the "planet" gravity seems to adjust and they don't fall off the edge of the object ...
11
votes
4answers
2k views

Why is forward=down mouse orientation commonly called “inverted”?

If you look at 3D games that allow you to control the camera using the mouse--most notably first-person and third-person shooter style games--you'll usually find two specific details: By default, ...
11
votes
2answers
11k views

How do I generate projectiles toward the mouse pointer? [duplicate]

I'm making a top-down space shooter where the player controls a ship and can aim and shoot using the mouse cursor. How can I fire bullets from the ship at the angle from the ship to the mouse cursor? ...
10
votes
4answers
3k views

Camera Control Techniques in Games

I am an MPhil student in Computing Science working on the problem of camera control in graphics. Though the literature of camera control dates back to the end of 1980s, the majority of them (up to my ...
8
votes
2answers
5k views

How would I move a character In an RPG with Bullet Physics/Ogre3D?

lately I have been having problems with moving my character in my Ogre3D game. Basically I am moving the character with bullet's RigidBody->translate() function, but when doing so and bumping into ...
7
votes
6answers
3k views

How do I identify mouse clicks versus mouse down in games?

What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse ...
5
votes
3answers
473 views

Accelerometer or on screen controls for mobile UI in 3D games? [closed]

I can think of several 2D games which use the Accelerometer successfully, but in my experience as a player, character control in a 3D environment tends to be frustrating. Mostly because a 3D ...
4
votes
2answers
1k views

Execute code at specific intervals, only once?

I am having an issue with XNA, where I want to execute some code in my Update method, but only at a given interval, and only once. I would like to avoid booleans to check if I've already called it ...
4
votes
3answers
376 views

What exactly are “tight controls”?

I hear in many game reviews, how gamers complain about the controls of a game, when they hate it, or how they praise them when they work right. This expression comes up: "Tight controls". It seems ...
4
votes
1answer
338 views

How to handle walking into walls?

Say we have a player who's walking around in first person perspective. He would like to walk forward, but that would put him inside an object, and that's no good. Right now what I do is... ...
4
votes
1answer
111 views

Algorithm for sensing mouse movements like a wiimote

I want to make a driving game where you can do tricks with your mouse when you hold down LMB. Ex. if you move it up in a straight line really fast (your cursor goes from the bottom to the top of the ...
4
votes
1answer
14k views

Examples of Android Joystick Controls? [closed]

I can't seem to find any well executed code examples for Android joystick controls. Whatever it may be, algorithms, pseudo code, actual code examples, strategies, or anything to assist with the ...
3
votes
1answer
139 views

How can one impliment multiple control schemes for a single player?

I am working on a platformer and I want to have the player be able to switch control types based on items that may be carried + default controls for things such as water, in the air, on the ground ...
3
votes
1answer
62 views

Distinguish touch gestures for distinct horizontal and vertical commands

In my script below I'm using horizontal and vertical swipe gesture to move the character but both gestures are called on a single touch. void Update () { HorizontalSwipe(); VerticalSwipe(); } ...
3
votes
2answers
829 views

Odd Android touch event problem (Nexus 10)

Overview When testing my game I came across a bizarre problem with my touch controls. Note this isn't related to multi-touch as I completely removed my ACTION_POINTER_UP and ACTION_POINTER_DOWN ...
3
votes
2answers
151 views

What is a good way to test demand for a new game platform?

I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure ...
3
votes
1answer
38 views

How to decide the direction of movement, when navigating a fixed path in a 2d overworld?

Suppose, I have a 2D overworld like in Super Mario Brothers 3, but without junctions or intermediate nodes. Only a single, contiguous path of level nodes, which should be navigated with the arrow ...
3
votes
1answer
1k views

Unity Spaceship camera control

I'm trying to make a third person spaceship control system in Unity. In theory, it works like this: Let's suppose you move your mouse to the right. The targeted direction would rotate to the right ...
3
votes
1answer
229 views

Algorithm for optimal control on space ship using accelerometer input data

Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data? I have done a simple algorithm, but works very badly. I save an initial ...
2
votes
1answer
101 views

Architecture for game character movements with user input and a finite state machine

I have a JavaScript canvas game setup using Phaser framework. When I first made my character able to run, jump, and crouch, I used lots of if/else conditions and ended up with an ugly, buggy mess. I ...
2
votes
1answer
464 views

How do I draw an animated object in OpenGL ES?

I have a VBO, which I initialise like this (just an example): - (void)setupVBOs { GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); ...
2
votes
2answers
560 views

Smoother controls

I am trying to move my background left if the user hits the right key. and right if the user hits the left key, so that it will look like the player is moving. The problem is that whenever I hold the ...
2
votes
1answer
172 views

Keeping an object constrained to a 2d radius based off of the camera

A few weeks back I posted a question about keeping an object on the screen. What I would like to do now is clamping an object around a 2d radius based on the camera. I'm need this for a reticule ...
2
votes
2answers
495 views

How do I handle user input with good class structure/architecture for an Android game?

How do I handle user input having "good" class structure and following normal game architecture*?(see below). At first I didn't think this question was Android specific, although, after seeing a great ...
2
votes
1answer
105 views

Twin-stick controls for a cohesive group of agents

I'm trying to implement a classic twin-stick controller for a group of physics-based game objects. Here are the rules I'm trying to follow: Agents always stay close to each other within a certain ...
2
votes
1answer
72 views

Giving one controler button two functions

I'm currently working on a game that allows the player to do some different actions. Dodge (X button) Attack (A button) Use Item (Y Button) Block (BButton) I would like to be able to use the "Y" ...
1
vote
2answers
247 views

What are some techniques used for mouse tracking, with a bit of “emulated lag”?

I am trying to implement a system, where the cursor (in my case the player's avatar) is always about 1.5 seconds (a configurable interval) behind where the mouse actually is. If I change the cursor's ...
1
vote
1answer
116 views

How to make loss of control acceptable?

Let's say the game we're talking about is some kind of platformer. With all the puzzles, mini-challenges and mechanics aspects it is very, very important to have good control over the character. A ...
1
vote
1answer
434 views

How can I use touch input for 3rd-person controls?

I have a 3rd-person controller in my Unity scene, which I can only control with the WASD buttons. But since I plan to make a smartphone game, I wonder how I can change these controls t swipe ...
1
vote
2answers
277 views

Can I have keyboard controls in an MMO and still do movement calcuation in the server?

I'm trying to decide between keyboard and mouse movement controls for a web-based multiplayer. It would be quite resource-intensive to use the WASD-keys and AJAX the server with controls every second. ...
1
vote
2answers
75 views

Controls: Rolling on a ceiling

Currently I'm writing an iOS game where the basic movement is rolling. Technically you make the player turn clockwise or counterclockwise. When you tilt the device to the right, you will rotate ...
1
vote
1answer
830 views

What is the best mechanism for controlling a character in a 2D Android game? [closed]

Im developing a 2D RPG for Android where the character can move up, down, left, and right like in top-down RPGs like Pokemon. What is the best input mechanism to use to control the character? A ...
1
vote
4answers
354 views

Mahjong solitaire - navigating between open tiles

I am looking for an algorithm to help me navigate between 'open' tiles in a Mahjong solitaire game. The game is to be played on a limited device with only left-right-up-down buttons and I want to ...
1
vote
1answer
38 views

How can I clearify users my controlls?

In my game I use a really simple control mechanic to control a character on screen. But my problem is that users do not understand this control. Beside a little delay problem they work this way: ...
1
vote
3answers
1k views

Unity rigidbody2d.velocity jumping causes weird bouncing

Im working on a game 2d game that has some platforming. I followed this video as guidance and produced the following code: public class PlayerControler : MonoBehaviour public float ...
1
vote
2answers
51 views

Is it possible to have FixedUpdate execute once every n frames?

I'm currently building a small game, and I've created this simple character controller using FixedUpdate, which executes every frame. using UnityEngine; public class PlayerMovement : MonoBehaviour { ...
1
vote
2answers
126 views

Rotate Character towards Moving direction

So my Problem is that my Character is always shooting in the way it is looking. Unfortunaly my solution seems to be a very bad one. I am not really cabable of aiming with my solution. Neither with ...
1
vote
1answer
834 views

MonoGame hosted in a control/form

I would very much like to host my monogame window inside a Form so that I can take advantage of the nice gui elements in the C# framework when creating a simple level editor. I have looked online, but ...
1
vote
1answer
75 views

How can I assist players navigating narrow grid junctions?

I'm looking for a technique to help the player navigate a narrow path while the character is in constant motion. When changing direction in junctions, it's pretty hard to time the direction change for ...
1
vote
1answer
417 views

How can I have human-readable key names in a configuration file?

Given a file mapping keys to controls, such as this: up w down s left a right d jump space run shift crouch ctrl The values need to be converted into game commands, ...
1
vote
1answer
124 views

Adding Leniency to Jumping Mechanic

I have written some jumping code for my player in a platformer game. At the moment it has some basic logic which says that the player can jump if he is on the ground. The pseudocode looks something ...
1
vote
2answers
272 views

Correct way/How to think to plan out “control/animation flow”?

So basically, a problem I've had in past attempt at making games (little playing around with stuff): how to do a correct, non-sloppy way of planning the flow of animations/control? Let's take an ...
1
vote
1answer
3k views

Handling multiple pressed keys with KeyListeners

I'm making a game Applet with Java that uses KeyListeners to control a paddle (for a game like Breakout/Pong). My basic implementation goes like this: public void keyPressed(KeyEvent e) { switch ...
1
vote
1answer
164 views

Standard Assets Cross platform joystick sensitivity

I am using the standard asset joystick that comes with Unity 5, the sensitivity changes depending on the device used, for example on an Samsung S3 it is more sensitive than on a Nexus 7 2013, how can ...
1
vote
0answers
53 views

Are accelerometer based games a bad idea because it limits playability? [closed]

I'm making a mobile game where the main control mechanism is tilting the phone to control movement. I'm worried that this is a bad idea because it limits how a user must be positioned in order to ...
1
vote
0answers
113 views

Mobs living in the physics engine

So, yeah. Mobs (including, and indeed especially, the player), physics engine running (cannon.js), first-person perspective, fairly low-poly-count world because I'm targeting WebGL. I'm trying to ...
1
vote
0answers
293 views

Moving an object (pong paddle) along the x,y axis in 3d-space with mouse/touch

First of all: Sorry, my English isn't quiet good, I'm very new in 3D and I'am using JMonkeyEngine. What I would like to do?: A 3d pong game and I want to control the paddle with the mousecursor ...
0
votes
2answers
40 views

How To Make My First Person Controller turn left and right in unity 5

I want my first person controller to turn left and right instead of just moving straight on that axis. i have a 3d environment setup in "unity 5" and i am working with the "first person controller" ...
0
votes
1answer
66 views

In Unity, what does the camera script's “Behaviour missing” error mean?

I started in Unity few days ago and made a cube with a tank control style. Now I'd like to create controls similar to 3D fighting games (Gunz, Blade Symphony, …): Control body direction with the mouse ...