Keyboard Combat (Probably been asked)

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Ibanezrg82
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Keyboard Combat (Probably been asked)

#1 Post by Ibanezrg82 » Tue Jul 03, 2007 7:20 am

I think this has been asked before, but.

Are the original keyboard combat commands utilized in your version?
I hope so. The keypad made combat fun in Trial.

If not, I ask you please consider it.

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#2 Post by Erpy » Tue Jul 03, 2007 7:33 am

Combat is keyboard-exclusive, in point of fact. Battle keys can be redefined at will.

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#3 Post by Ibanezrg82 » Tue Jul 03, 2007 7:49 am

Thank the freakin gods!

Thank YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I was afraid it would be point and click based.

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#4 Post by MagusRogue » Thu Jul 05, 2007 3:52 am

no little battle window like 1 and 3? hrm....

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#5 Post by Erpy » Thu Jul 05, 2007 6:54 am

MagusRogue wrote:no little battle window like 1 and 3? hrm....
Nope. Such a little battle window is suitable for a combat system that's fairly slow paced and the amount of options available to the player is limited. There's a total of 16 hotkeys used in combat in QFG2VGA (including the shortcut for running away) and things go slightly faster too, so such a window would be "window dressing" (if you'll excuse the bad pun), but other than that, it'd have as much practical use as joystick support for a word processor.

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#6 Post by AGP » Fri Jul 06, 2007 6:11 pm

Hey, joystick support for Word. I'm pitching that.

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#7 Post by Quest For Glory Fan » Fri Jul 06, 2007 10:37 pm

it'd be really cool if I could route the game to my 360 controller. That would make QFG simply bad ass using the Dpad to move but I suppose you would hit a snagg with only 12 buttons... Then again if I didn't use every key (such as spells) and could change them easily... Definetly a neat idea.

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#8 Post by Adventure_Knight » Fri Jul 06, 2007 11:20 pm

it'd be really cool if I could route the game to my 360 controller. That would make QFG simply bad ass using the Dpad to move but I suppose you would hit a snagg with only 12 buttons... Then again if I didn't use every key (such as spells) and could change them easily... Definetly a neat idea.
Hmm... that reminds me... do AGS games work with the Windows emulator for Dreamcast? That way I can use the SCI Dreamcast Emulator for 1, 3 and 4 and use the Windows one for 2 VGA...

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#9 Post by Quest For Glory Fan » Fri Jul 06, 2007 11:21 pm

I doubt it but I can't be sure.

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#10 Post by Jack Sawyer » Mon Jul 09, 2007 9:24 am

Erpy wrote: There's a total of 16 hotkeys used in combat in QFG2VGA (including the shortcut for running away)
Lets see..

9 basic keys (3 attack, 3 defense, 3 dodge like in the last)

1  running away

1 spell screen (I assume the spell windows work like in QFG1/QFG3)

that leaves five "extra" keys.  At l;east one might be that kick attack you  mentioned for against Jackalmen..... hmmm maybe osmething for thieves?

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#11 Post by Erpy » Mon Jul 09, 2007 10:18 am

We got rid of the redundant "multiple attacks/blocks/dodges"-thing, since there was little practical difference between them in the original. Now, every key has its unique function.

The way my keyboard is currently set up is:

7:swing
8: walk forward
9: stab
4: shield block
5: sidekick
6: parry
1: sidestep left
2: walk back
3: sidestep right

q: dagger toss
w: zap
e: misc
a: force bolt
s: dazzle
d: flame dart

esc: run away (this one can't be remapped)

That makes 16.

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#12 Post by Ibanezrg82 » Tue Jul 10, 2007 4:48 am

Whoah. This is really gonna take some getting use to.

I like what you are doing though, the block patterns only seemed useful it fighting with Uhura at the guild.
Altough, I am still a bit confused here.
It seems the dodge keys are all there.
Why would hero need to step forward?
Sidekick? What for?
Are you adding a Dragonfire influence to the combat?
Is combat based on screen like Dragonfire, or in a combat sequence window?
Hotkeys for spells is good.

I guess I will just have to play it to know what is truly changed.
All in all, sounds cool still.

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#13 Post by Erpy » Tue Jul 10, 2007 10:26 am

Ibanezrg82 wrote:Whoah. This is really gonna take some getting use to.
It seems the dodge keys are all there.
Why would hero need to step forward?
As an opposite for the step back action, of course. Once you step back, you'll no longer be in melee range and melee attacks won't connect. If you don't want to wait for your opponent to approach you, you'll want to step forward. Yeah, the dodge keys are all there because there was enough practical difference between them.
Sidekick? What for?
When facing multiple opponents, you'll use your sidekick to get rid of the other guy's sidekicks. ;)
Are you adding a Dragonfire influence to the combat?
Is combat based on screen like Dragonfire, or in a combat sequence window?
You still fight in a separate battle screen. Though you're no longer surrounded by a dark haze like in QFG1EGA/QFG3, nor is there a generic background visible for the place you're battling like in QFG1VGA/QFG4.

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#14 Post by Kloreep » Tue Jul 10, 2007 5:59 pm

So you'll be allowed to back up, interesting... useful for the magic user, I would imagine. Thief as well I guess, since dagger throwing is in. :D

I guess if you keep backing up and waiting for your enemy to follow, you'll eventually get trapped and forced to fight?

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#15 Post by Anonymous Game Creator 2 » Tue Jul 10, 2007 6:18 pm

Honestly, if we say too much more about the combat system, you'll know everything there is to know about it before the game's even released!

From this point on, you'll have to let the remainder of your queries be satisfied (to the best of your ability) by your vivid imaginations.  :evil

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#16 Post by gamecreator » Tue Jul 10, 2007 7:28 pm

No.  It's better if our vivid imaginations don't create unrealistic expectations, so you'd better tell us everything.   ;)    :p

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#17 Post by Anonymous Game Creator 2 » Tue Jul 10, 2007 8:50 pm

Well, in that case, just let your unvivid imaginations cater to the task then. ;)

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#18 Post by Quest For Glory Fan » Wed Jul 11, 2007 5:13 am

all I wanted to know was whether it had to be mapped to the keyboard or you could use other input devices... and no one answered me  :cry

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#19 Post by Ibanezrg82 » Wed Jul 11, 2007 6:03 am

Other devices such as?

Your 360 controller? It would be cool to port controls to games such as these, I wished that with the original Nintendo controller when I was 10.
I think it wont happen.

We have keyboard so far, I am guessing.... Mouse?

Maybe some mouse would be good for casting spells and such.

QFGfan has a point. Altough if the 360 controller option is in the game I would ask for the super nintendo controller, I think it has enough buttons for the game combat.

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#20 Post by Erpy » Wed Jul 11, 2007 6:24 am

I don't think AGS supports joystick input. So that would be a no. As for mouse support, no, there's none and I don't think it'll be implemented either.

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#21 Post by Pidgeot » Wed Jul 11, 2007 2:36 pm

You should, however, be able to use Joy2Key or a similar program to map your joystick to keyboard keys.

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#22 Post by Ibanezrg82 » Fri Jul 13, 2007 7:44 am

I don't remember one person with the joystick option with the originals.


Oh yeah, I had a childhood friend who played black cauldron with a joystick.

Forget about it. Joystick is dead, sorry to say.

Your joystick could be worth something!
What kind of system do you use that you even have a joystick?

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#23 Post by Kloreep » Sat Jul 14, 2007 12:51 am

Joysticks are still around, and have entered the USB era. They just aren't used for as many games anymore; I think they're pretty much limited to flight/space sims.

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#24 Post by Ibanezrg82 » Sat Jul 14, 2007 8:06 am

Hey, just messing around.

I was more talking about the old Sierras with the joy.

Damn, I haven't played a decent air combat game in years!
You brought up some memories in me, dude.

Now I'm thinking Dynamix.
Red Baron, Aces over the Pacific, A10 Tank Killer!
What ever happened to that genre?

Joystick dude, you are awesome. I am inspired to get an old one off Ebay and order some of these old flight sims.

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#25 Post by Kloreep » Sun Jul 15, 2007 2:36 am

I think I played Aces of the Pacific myself, a long time ago. :) I was more into SW space sims like TIE Fighter though. Still have my Win95 versions of it and X-Wing.

BTW since Windows games use DirectX' DirectInput or whatever it is to use joysticks, you should be able to use a newer USB joystick for any of this, no need to look for an older one (unless you want to for old time's sake :)). And I think DOSBox will similarly be able to use USB joysticks, allowing you to use 'em for older games as well.

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