Thanks for all the feedback, guys. I'm pleased that most of basically enjoyed it.
A number of issues mentioned at tweaking issues where some people prefer one thing and others prefer another, so I'll need to wait and see if I can get a bit more of concensus before I make any changes there.
Some issues I can respond to now though.
Ugh.. I hate those control methods. I really hoped I could get away without it, but yeah, you might be right that some people will expect this.
Yep, I have that.
Yes, it does tend to do that. It's because I use mouse smoothing, I think. You can't get enough fine control even using the ctrl key and lowering mouse sensitivity? Maybe I'll need to add an option to disable mouse smoothing then.
I only just added the manual camera, so this wasn't possible before. It's certainly possible now though, so I'll take a look at it.
Should be possible. I don't have anything that specifically stops it happening.
Yup. This has come up before. I need to find a solution to this.
Zoom like you do with the mousewheel? Yeah, I should have a backup method for people without a wheel mouse.
The sounds are currently placeholders, so the click hopefully won't be there. I'll take a look at varying the volume when I get the final sounds too.
Hmm.. that sounds pretty good. I'll see how that looks.
A number of issues mentioned at tweaking issues where some people prefer one thing and others prefer another, so I'll need to wait and see if I can get a bit more of concensus before I make any changes there.
Some issues I can respond to now though.
BTW, nicer would be to add an optional setting:
-instead of the way it hits, display an strength progrees big bar (you know, those typical that go from yellow to red, and smaller to bigger, even a bit curved) , and instead of the mouse move (given how crappy some mouses are, mind is not bad , yet not as much control as I'd wish) right mouse hold and release, hit the ball at that pressure. Helps a lot in knowing the strenght. is also more accurate for the type of hand control.
-instead of the way it hits, display an strength progrees big bar (you know, those typical that go from yellow to red, and smaller to bigger, even a bit curved) , and instead of the mouse move (given how crappy some mouses are, mind is not bad , yet not as much control as I'd wish) right mouse hold and release, hit the ball at that pressure. Helps a lot in knowing the strenght. is also more accurate for the type of hand control.
Ugh.. I hate those control methods. I really hoped I could get away without it, but yeah, you might be right that some people will expect this.
I haven't looked if you added as visual aid, but would be cool to have a trajectory (continuing forwards the stick line) visual aid...while in real life you don't have that, hehe, but to be able to play so, also.Probaly having two eyes helps us a lot more to aim in real life ;)
Yep, I have that.
HOWEVER - the mouse controls seem to be slightly sticky - it's very difficult to shift the cue just a tiny fraction left or right - it seems to want to jump in steps a little larger than would be ideal. If you could fix that problem it would be an amazing game. I tried turning the sensitivity down but it didn't seem to make much difference.
Yes, it does tend to do that. It's because I use mouse smoothing, I think. You can't get enough fine control even using the ctrl key and lowering mouse sensitivity? Maybe I'll need to add an option to disable mouse smoothing then.
Another suggestion...in manual mode, after your shot, it does not go to top view, that's nice, but would be better if as the action occurs, a zoom happens...so to "fit all" (like the operation fit al lin max) If that's performance expensive (it will be, in most low machines) , you could just jup to same angle view fitting all. I m suggesting a camer dolly, a zoom out.In same angle to not get confused. Like you do in real life (after u were concentrated on aiming, you get up and control what happens in the table for your shot, but from same angle/view)
I only just added the manual camera, so this wasn't possible before. It's certainly possible now though, so I'll take a look at it.
For some reason, in real life, I get to be able to aim easily to just "touch" slightly a ball in the very subtle side of it, to for example, cause the reacting ball move just horizontally (useful in this case: white ball is forming a 90º angle with the ball to get into hole, and hole. You want the other ball to move only horizontally.)
Should be possible. I don't have anything that specifically stops it happening.
[-] Slow menus. Takes too long to navigate around
Yup. This has come up before. I need to find a solution to this.
[?] Z to zoom (using mouse forward & back)
Zoom like you do with the mousewheel? Yeah, I should have a backup method for people without a wheel mouse.
Control of table should be cancelled when choosing menu options (during quit - yes/no)
[/quote
Yeah I meant to add that. I think I was just being lazy.
[quote]· Sounds: ball hits are always at same volume, no matter how gently or hard you hit.
· Sounds: cushion hits have a slight click to them, making them sound a little harsh -- could be dulled down a bit.
[/quote
Yeah I meant to add that. I think I was just being lazy.
[quote]· Sounds: ball hits are always at same volume, no matter how gently or hard you hit.
· Sounds: cushion hits have a slight click to them, making them sound a little harsh -- could be dulled down a bit.
The sounds are currently placeholders, so the click hopefully won't be there. I'll take a look at varying the volume when I get the final sounds too.
· Pocketing balls: the instant disappearance of the ball is a little off-putting. How about a really quick alpha fade? Fading into the black background, it should look like it's going into the darkness.
Hmm.. that sounds pretty good. I'll see how that looks.