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Old 06/26/2009, 05:39 am   #261
GozzoMan
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As for me, using a gamepad I found the controls quite enjoyable.

What bites me most here is to have had to use a third-party software to be able to use my pad, and waste time inventing a proper enjoyable mapping (my request to have a list of the designed button mapping has never been answered).

In other words: ok for the controls as they are on the PC, but - PLEASE - PRETTY PLEASE - PRETTY PRETTY PLEASE WITH SUGAR ON TOP - support all DirectInput pads instead of just XInput ones.

Please.
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Old 06/29/2009, 12:31 pm   #262
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Gozzo, have you tried running Muzzled without using that third-party software? I was pleasantly surprised to notice my cheap no-brand gamepad suddenly being supported directly.
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although we do still have a time machine, so I wouldn't completely rule out the possibility.

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Old 06/30/2009, 12:10 am   #263
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Quote:
Originally Posted by Harald B View Post
Gozzo, have you tried running Muzzled without using that third-party software? I was pleasantly surprised to notice my cheap no-brand gamepad suddenly being supported directly.
Yes, I checked just a few days ago. Still no luck
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Old 07/04/2009, 04:30 am   #264
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I was more thinking that I wish people would actually give Telltale more of a chance on this before bashing them for things that they can't quickly change.
I'm not bashing them for not being able to change the controls back to point and click. I realise this series is too far gone now to be able to quickly implement new controls.

No, I was just trying to point out what I feel is an unnecessary change from the previous control scheme of point and click. I am happy to hear that ToMI is implementing full mouse control for movement as well as keyboard for those that prefer it. This says to me it was possible to keep the mouse control in the game from the off, albeit slightly changed with the drag to walk mechanic ToMI will employ, but full mouse control. Which kind of makes what I was saying all along right, point and click is still viable as a control scheme in these games.
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Old 07/04/2009, 06:42 am   #265
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I much prefer the point-n-click control scheme over the arrow movements. They're the one flaw in this great game. D:
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Old 07/04/2009, 11:40 am   #266
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I enjoy the controls, but being able to tab during the turret action, to see the hit-boxes, would have been nice. It took a while for "Shoot the gnome's sign" to register, and I STILL can't open the garage door.
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Old 07/04/2009, 02:19 pm   #267
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and I STILL can't open the garage door.
I dont recall that you have to open the garage door.

I Played Sam & Max 201 again today and I constantly tried to open the inventory with shift. That really was helpful in W&G.
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Old 07/05/2009, 10:24 am   #268
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I might just be an idiot and couldn't find it, but I only had one problem with he controls: there doesn't seem to be a run button. In Sam & Max and Strong Bad you could double click to get across a screen faster, but I really wish I could run in W&G
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Old 07/06/2009, 04:37 am   #269
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Originally Posted by webrunner View Post
I might just be an idiot and couldn't find it, but I only had one problem with he controls: there doesn't seem to be a run button. In Sam & Max and Strong Bad you could double click to get across a screen faster, but I really wish I could run in W&G
I agree with this. I was replaying Escape From Monkey Island recently, as a result, while playing W&G I found myself hitting shift in a futile attempt to run.
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Old 07/06/2009, 06:58 am   #270
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there doesn't seem to be a run button.
Personally I do not miss that, as the locations are very limited, so you do not have to walk a lot to get from A to B. - In the first episode you even get a map to "magically transport" you from A to B directly.
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