right click = cancel

betadata · 3775

betadata

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on: December 28, 2009, 01:03:33 pm
I find my self right clicking and expecting the cursor to go back to neutral, so if right click was the same as cancel button/space it could also open up some space on the UI. I  have read Virgil saying that space there was at a premium, and making adding a weapon or building difficult. 



Dariush

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Reply #1 on: December 28, 2009, 01:11:22 pm
creeper world is done on flash, and right mouse button is unusable there :(



betadata

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Reply #2 on: December 28, 2009, 01:16:43 pm
i was afraid of that



knucracker

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Reply #3 on: December 28, 2009, 01:58:22 pm
You know this reminds me....
I think that I can actually use the right mouse button in AIR.

I never used it because it is a limitation in flash, but I don't think this is a limitation in AIR now that I think about it.  So for the desktop game I might actually be able to get away with this.  I'll check it out....



betadata

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Reply #4 on: December 28, 2009, 02:41:37 pm
ooohh another reason to BUY the game, additional functions right click to cancel, additional units and a improved UI. hehe.



Alwego

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Reply #5 on: December 28, 2009, 02:56:34 pm
Keyboard shorts for cancel, arm/disarm, deactive/active (disamr all?) will be nice too ;]



knucracker

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Reply #6 on: December 28, 2009, 03:02:40 pm
Here are the current shortcuts
---
cancel = space (or ESC if not running full screen)
deactivate/activate = q
disarm/arm = a
destroy = x
structures = 1 through 0
pause/unpause = p
---

A disarm-all might be interesting, though often fatal! :)



betadata

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Reply #7 on: December 28, 2009, 03:26:56 pm
Here are the current shortcuts
---
cancel = space (or ESC if not running full screen)
deactivate/activate = q
disarm/arm = a
destroy = x
structures = 1 through 0
pause/unpause = p
---

A disarm-all might be interesting, though often fatal! :)

This should be in the help menu. the little letters on the buttons are very hard to read. old eyes...



Aurzel

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Reply #8 on: December 28, 2009, 03:27:36 pm
the only reason a disarm all would be useful imo would be if you just launched a big attack on the creeper and can safely sit back and horde a bit of energy while the creeper rebuilds
alternately, you could make it disarm all on screen which might come in handy on big maps when you come around to introducing them



Alwego

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Reply #9 on: December 28, 2009, 03:40:16 pm
Here are the current shortcuts
---
cancel = space (or ESC if not running full screen)
deactivate/activate = q
disarm/arm = a
destroy = x
structures = 1 through 0
pause/unpause = p
---

A disarm-all might be interesting, though often fatal! :)

This should be in the help menu. the little letters on the buttons are very hard to read. old eyes...

True :D I'm hmmmm how is 'ślepa pizda' in english? :D
Nvm. I'm just blind :D



Mrmcdeath

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Reply #10 on: December 29, 2009, 09:59:46 am
Or you could put a disarm all within square. You could drag around which ones you wanted to be disarmed/armed.

Life Lesson #1
When life gives you lemons make lemonade.
Life Lesson #2
Unless life also gives you sugar and a cup, your lemonades gonna suck.


Aurzel

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Reply #11 on: December 29, 2009, 01:21:43 pm
goes with the drag and select idea pretty much