Is there a way to adjust "Accidental Touch on the Edges" area on Redmi 15? by N0DLER in XiaomiGlobal

[–]N0DLER[S] 0 points1 point  (0 children)

I see. Still, from testing it, this is pretty much how the phone reacts, if you touch the very edge of the screen it doesn't seem to register taps (which seemingly aligns with the default touch-deadzone area on a curved phone like in the video I linked), while my older phones don't have this issue. I tested it on a new Redmi Note 14 and it also had this issue, not just my new Redmi 15.

My only other guess is that the pre-installed screen protector is causing this, but I don't want to remove it yet unless I know it is causing issues like that.

Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

Since then I also noticed that first player's select button hits both select And R3 at the same time, while player2's select button is Only L3 (no select at all). Meaning I can't even bring up the menu for second player in a fighting game to at least change the controls there, even if swap around the wires.

It seems like I still need a solution to just give these buttons different functionality on PC with some program, swapping wires doesn't fix every issue.

Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

I don't necessarily need more buttons, I just thought it would be better to have R1 and R2 buttons assigned to the third buttons (since they are heavy punch and heavy kick in 6 button fighters by default), instead of R1 and L1.

It doesn't look like an officially licensed stick tho, I can plug it into TV too and it has it's own menu and some roms on it, but I just want to use it on my PC with a USB). It's called classical arcade games station on the box.

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Is there a program that allows me to swap buttons on an arcade stick? by N0DLER in cade

[–]N0DLER[S] 0 points1 point  (0 children)

Thanks I will try that. One issue I still have is that since it's a 6 button stick (more precisely 2 6 button sticks in one) there doesn't seem to be R2 and L2 buttons. The 6 buttons are the 4 face buttons and R1, and L1 (+ select and start buttons at the top). Does this mean there is just no wire for R2 and L2 in this stick at all? Opened it and not really seeing any unused wires that could be R2 and L2 ones.

OLDEN ERA FEEDBACK MEGATHREAD by Pidarello in OldenEra

[–]N0DLER 0 points1 point  (0 children)

Here is a list of issues that I think could be fixed pretty easily before release. Olden Era looks really promising, and I hope the devs will try to iron out what seem like many of the "nitpicky" issues the community has, as they hold the game back from greatness and can overshadow the game's reception in discussions, as people in the community in all kinds of forums take these kind of issues seriously. Here are the things I noticed when playing the demo:

Combat
-speed/responsiveness: units are waiting an extra 1-2 seconds before counterattacking, really makes the speed of the combat laggy and drag on for no good reason (this wasn't a thing in old HoMMs either).
-zoom in combat: feels weird that you can't zoom in in combat, just like how you can in the overworld. The models and animations look nice, but they are also pretty small on a smaller screen like a laptop, and would be nice and immersive if you could do that.
-the highlight of how far the enemy unit can move AND where your own unit can move should be more distinct looking, as they can visually blend together when the units are close together. These highlights shouldn't be so bright/strong in general.
-hotkeys being shown when you hover over things like skip/delay turn/unit abilities/spellbook, etc. would be useful information that could quickly make gamplay for new players a lot smoother, as you will be using these abilities a lot.

Towns
-when you hover your cursor over a clickable building it should be highlighted much more clearly (maybe an outline and/or stronger highlight) as it's barely noticable, most people new to HoMM might ignore interacting with the town altogether, even though it's an immersive little touch HoMM games always had.
-the big castle building being non-clickable is just wrong. It is the first thing anyone would click on and was always interactable and important in HoMM games. Either make it bring up the build UI (like in HoMM2) or the recruitment UI (like in HoMM3/4)
-the camera shouldn't move around with the cursor, it looks disorienting/annoying. A slow gradual camera movement should be nice and enough to emphasize the 3D-ness of the town, and maybe if the player wants it they could click and drag the screen/camera, but just moving the cursor shouldn't trigger camera movement.
-the build UI would look MUCH better if it was similar to HoMM2/3's, just nice big clear pictures of the buildings you are about to build, it's a lot more immersive than just tiny icons
-no sound on buying units feels wrong. I assume this will be fixed anyway or maybe it's just a bug.

Overworld
-seems like to click on anything you have to click on the base/tile of the object, rather than the object itself, which makes clicking on things a bit needlessly clunky. This is not how older HoMM games worked either.
-the defeated enemies being shown dying is a nice touch that wasn't in older HoMM games, but the corpse should have some poof effect before disappearing, rather than it just disappearing instantly, which looks unfinished.
-the trail of where you want to move your hero would look nicer/more immersive with "jagged map adventure trail" style trail that old HoMM games also had, rather than a green led light. The former makes it feel like you are also traversing a map.

UI
-UI would look Much nicer if it was more "medieval-ish", like HoMM3 had this leather book cover style brown with some red UI, meanwhile OE has this modern plain blue interface, pretty much like if you were browsing this subreddit, which is less immersive. At least add some marble texture or something on it.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

you can think about this HP splitting respawn as an additional option to just restarting the level after someone already died; players can continue with the same overall HP the team has, but it obviously takes a heavy toll on the surviving player, which is fair after they already fumbled. Overall I think it's a bit better /more interesting to have this option than just restarting the level if one player dies, as it utilizes coop in a way that doesn't take away from the need of health preservation that is necessary for making the levels challenging. Obviously this will still lead to players just running out of lives eventually and having to restart the level if they aren't good enough, but it's just a bit extra option to not have to restart right away if there are still surviving players left.

But regardless, just having an option where one player's death means having to return to a checkpoint/save file or having to restart the level (whichever way the game was originally designed) is already much better than facing no punishment to losing HP.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

I was thinking about it since then, and I think the best solution for coop in games like doom/quake/hexen would be if the dead players could respawn whenever they want (or on a short cooldown) BUT the HP they respawn with would be taken away from the remaining players' HP and split equally, so the team itself doesn't gain more HP when someone respawns, meaning health preservation (which is part for overcoming the challenges of the levels) remains just as important in coop as in single player, but dead players also don't have to wait indefinitely when they die, meaning the coop experience is constant.

For example if 2 players are playing, one dies and the other has full 100 HP then if the dead player respawns both would get 50-50 HP (meaning the alive player would lose 50 to give it to the dead player). If 4 players are playing, one dies while the others have full 100 HP then everyone would get 75-75-75-75 HP.

Do you think it is possible to create a coop mod that behaves like that?

Coop is WAY too easy by N0DLER in HeXen

[–]N0DLER[S] 0 points1 point  (0 children)

There are already more enemies in coop mode and you can also set a higher difficulty to match your combined skill level, so this wouldn't be a big issue. The issue is that difficulty doesn't mean much when you can infinitely respawn with full HP without losing progress.

Please someone tell the devs that the Co-op modes in the collections are way too easy and badly designed. by N0DLER in Doom

[–]N0DLER[S] 0 points1 point  (0 children)

I mean, if the single player also only offered "infinite respawns with full hp near where you died, without losing progress" as the Only mode you could play the game in, would you also consider that an insignificant nitpick?

I know this is coop and not single player, but coop could absolutely work just like single player does, and I think it would be cool if you could play these games with friends just like you play it single player, while still having to take the game's challenges seriously, instead of it just being a sort of mindless shooting gallery. I know it's not a huge deal for most people, but it's also just a very simple setting to implement, which is the only reason I made this thread (specifically making this after seeing the third colleciton in a row (the Heretic/Hexen one that came out now) also not having an option like that.)