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ControllerIdeas
All about ideas on how to implement controls for Doom.
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ControllerIdeas
All about ideas on how to implement controls for Doom.
Ideas on how to implement controls.... |
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Ok, here's my idea on the controls. This might take a little tweaking, but I really think it could work. First, I would rotate the application to landscape. Then, I would put controls on the left and right of the screen. Movement would be controlled on the right and everything else would be controlled with buttons on the left. Here's how it could work:
I think the key to making this work is tweaking the circle strafe controls so that you can effectively do the same thing with one hand that you normally need two for. You might even need multiple detection zones within the two circle strafe zones, so that the farther away from zone 5 you get, the tighter a circle you would make.
Oh yeah, and until somebody figures out how to work out the issues with multiple simultaneous keypresses that are still a problem with the iphone NES app, maybe you could override the dedicated home key (the one with the square on it) on the iPhone and use it to fire with. It wouldn't really be necessary to press buttons 12-14 while moving, but it obviously would be necessary to press fire.
One last thought... once you get the controls all worked out, it might be cool to try scaling the game screen to fit the whole display and just overlaying the control zones on top.
Hope you like some of this. You guys rock! I'm glad somebody is working to unleash the potential of the iPhone since Apple seems so determined to keep it all locked up!
can't you use the axis sensors in the iphone to influence forward/back/side movements and then use screen gestures to influence weapon use and selection? seems like it would be a more intuitive exploitation of the iphone's inherent technologies.
I really am surprised that until now, nobody has neither suggested for the NES-emulator nor for this to just use the controls -sotosay- on top! You could render DOOM fullscreen and use the very same screen space as a controller, since the screen is not only a display but an input device at once. If you want to add vertical looking around you could add a small vertical line on which you could put your finger and shift it up or down to look up or down.
----------------------- |a|I|b|c|d|e|f|g|h|i|j| I a=fire |---------------------- I > this is the vertical line k=next weapon |k|I|l|m|n|o|p|q|r|s|t| I u=last weapon |---------------------- 5=use |u|I|v|w|x|y|z|1|2|3|4| |---------------------- |5|6|7|8|9|0|!|?|§|$|%| To strafe to the left, your finger could touch any point except for those on the very left, ie r. The finger is left on r and being shifted q for strafing to the left. For walking straight, the same principle is used. However, to run straight, the finger has to be moved ie from 3 to i. This principle could be applied for all directions of walking: North, W, E, S, NE, NW , SE, SW. To turn ie left, the fingerwould be moved from h over g to q, remaining on the screen all the time, of course.These controls would be very intuitive.
Sorry, I initially posted this under "Issues" before I saw this discussion. How about a set of movement/weapon selection controls (like w,a,s,d etc) beneath the screen in portrait or on the sides in landscape (similar to what you described above), and then a "point-and-shoot" interface for shooting. What I mean by "point-and-shoot" is, you tap the screen on an enemy or object, and when you tap it, the gun shoots at that enemy/object. Does that seem feasible?
This is my take:
The screen is divided into "hot zones", by tapping which you can trigger the particular actions:
Note that user should be able to move his thumb on screen to change movement direction, without releasing his thumb and tapping again on other hot zone (in old-skool browser terms you would respond to OnMouseEnter? events in addition to OnMouseDown? ones).
To turn left / right while standing still you can use the same "Left"/"Right" zones while holding your finger on "Use" zone. Alternatively, you may implement two-finger panning (or two-finger tapping on "Left"/"Right" hot zones).
And here's how you can actually render the outer frame:
The following seems the most iPhone-like and intuitive in my opinion: Making it similar to scrolling on the phone itself. Similar to the image above, except you treat the right area as a mouse track pad. You slide your finger upward like you would have used your mouse back in the day. To move left or right, you slide your finger up and to the left, or up and to the right. Same would apply to reverse. To strafe, you move your finger left or right.
I agree with rlucke. Folks seem to be thinking too much in terms of creating visible buttons on the screen. Let's play to the iPhone's strengths. I'll list a series of screen touch movements and their associated events. This is all in widescreen mode, and the game takes up the entire screen (no visible buttons).
static, two-finger touch moves forward (up arrow on keyboard)
one finger static, one finger slide left/right axis rotate left/right (right/left arrows on keyboard)... this might be accomplished by using the pinch and un-pinch touch movements by designating the right digit as stationary and using the left digit to dictate direction of rotation. In this way, a pinch would involve moving the mobile left digit closer to the stationary right digit by moving it right, and therefore rotating right. Un-pinching involves moving the left digit away from the stationary right digit, and therefore in the left direction and rotating the view left. This could be simply reversed as an option for people who prefer to use their right digit (btw, most likely digit being the thumb) as the mobile digit.
one finger static, one finger slide up/down axis same concept as above, could be used for looking up and down (pgdn and pgup on keyboard I believe? wow that was in ancient times)... provides a very fluid range of motion for looking around the environment by only moving a single finger... admitably I don't know how this particular up/down range of motion could be differentiated as a pinch/unpinch from the left/right range that uses the same pinch/unpinch
one finger static, one finger double tap SHOOT!
as far as moving backwards, opening doors, etc... not sure
Anything as far as switching weapons and else outside of the domain of movement and direct environmental interaction I would make available through a little popup menu activated by tapping the very top of the screen. Heck, the status bar in Doom listed which weapons you have. Could just make buttons out of those.
A mapping that might be a bit simpler would be to have movement of the finger move camera in that direction, single tap shoots, double tap opens doors (USE), etc..
Well, just for my two cents. My thought last night when doing this was to "emulate" an analog stick for directional. If you move it slightly up, it walks. If you move it further up, it runs. If you move it slightly left, it turns. If you move it further left, it'll strife left.
Regarding the accelerometer. It would be neat, but thus far I haven't figured out how to get that data. It looks like it'll pass the data to the UIApplication, via:
But I can't figure out how to get it to pass the data. I've tried some functions I've seen in UIKit like SBSetAccelerometerRawEventsEnabled(), but thus far haven't had any luck.
Anyways, keep the ideas flowing, and I'll try to get something implemented this weekend.
You can also take advantage of tilting the phone to do things too.
i think that the left side of the screen (landscape mode) should have forward/backward movement and strafing (similar to a keyboard w/a/s/d) as well as things like jump, crouch, etc. the game itself should allow you to use it like a mouse...moving your thumb around the screen changes camera angles like a mouse would, tapping shoots, and double tapping does a secondary fire (if there was one in the original doom)
Left hand will be a simulated analog stick
- eft/Right will turn Left/Right
- p/Down will move Forward/Reverse
Right hand will be shoot and switch weapons- ap to shoot
- lide to left/right to scroll through weapons
Tilt phone left/right to strafe Have the two touch points on the edge of the HUD.I can program in several languages and I'm very interested in this project. Email me if you want my help.
I just wanted to clarify one thing from my earlier post, because I noticed nobody else has mentioned it and I'm afraid it may be unclear. I mentioned integrating a single button circle strafe command into the movement controls. I wanted to be sure it was clear what I meant by circle strafing, because I think it is critical to making Doom really playable on the iPhone.
Circle strafing is when you strafe in one direction and look in the other direction at the same time. This lets you dodge fire from your enemies while firing back at them by moving around them in a circle without looking away from them. Anyone who's played many FPS games before has probably learned this technique, but I wasn't sure people knew what I meant by the term circle strafe. If you can't circle strafe effectively, all you can do is stand there and let the bad guys shoot you while you shoot back at them (and you won't last long like that).
Anyway, it's kind of hard to simulate it on the iPhone, because it typically requires two simultaneous inputs like a keyboard and mouse to do it. Unfortunately, this will never work on the iPhone. Even if you managed to capture two inputs at the same time, with only 2 thumbs to use as input, you'd have no fingers left to fire with!
That's why I was thinking having a single thumb press perform a circle strafe left or right would be ideal. It will definitely be necessary to implement it as more of a slider than a button, since you will need to be able to control how tight a circle you're strafing in (basically, how fast you are looking to one side or the other while strafing). Like several other people have mentioned, overlaying the movement controls on top of the screen will probably be helpful in allowing a large enough area to capture the input and allow different levels of sensitivity for slow and fast circling.
Hopefully, this makes sense. Let me know if it's still confusing.
ipod click wheel style
I like the idea of kdesai260, left side an area to move forward/backward and strafe, on the right turning and shooting while pointing right inside the game view.
This is how I would do it - Seems pretty iPhonish and logical to me and should work beautifully:
So far I'm liking smartmarc's mock up. Maybe add an additional hotspot for "fire" on the gun area as well.
P.S. Who's working on Bluetooth device support? I've got some cool stuff working. (can see devices but not yet talk to them with BlueTool?.... yet)
I like smartmarc's idea, too. Very similar to the mouse/keyboard controls most people are used to on a computer, but would still allow you to do everything you need on the phone. It could definitely work. I'm not sure if free look is implemented in the doom core you ported, but if it is you could add another up/down slider to the left of the screen for those occasions when it's nice to check out what's above or below you.
Definitely with smartmarc here.
Excellent idea!
any one consider adapting an iPod wireless remote for use in gaming? If you could rig up some sort game control to it you could feasibly have a pretty basic NES style controller. Now the only trouble with that is you would be limited to something with the same amount of buttons as a apple remote.
So far the mario64 ds-like control scheme seems the best option.
smartmarc's idea is cool, but I think the "joystick" on the left should be about 10-15% bigger. You will use your thumb for that control and I don't think it's big enough to give the user good control over the game.
1 vote for making the joystick bigger!
Ok, so in case we do have free look, I don't think we get around using some of the hardware buttons - Notice: I tilted the iPhone 180° so we can use the volume buttons as fire and jump, the "joystick" areas are bigger and recalibrate every time you touch them similar to how the touch pad on a notebook work. As soon as you touch both of the the entire UI fades outs:
wow that is really smart, i like the use of the volume buttons. Now can you get it to work.... that is the question
I most certainly can't: First of all I am still waiting for my iPhone here in Europe, second I'm no programmer, just designer - But I would really like iDoom to have a great interface, I used to have Doom for my P910i and usability sucked, it was no fun to play at all.
The volume buttons might be possible. Invoking
In theory should turn off the HUD.
Should get fired when the volume buttons are toggled. Just need to figure out how to read out the specifics of the event, which maybe GSEventGetAccessoryKeyStateInfo() can do. I'll do some basic experimentations with a dummy app, and report back.
Cool, looking forward to your results.
Another idea, can you use the proximity sensor as a potential button, maybe a way to "pause" the game? With using it, you would not have to touch, just hover your finger over it.
Slightly out there, but this is what I thought of.
Get an external bluetooth controller.
http://www.tangshop.com/bluetooth-game-pad-bgp-100.html
Pros:
Cons:
A more sensible solution, although harder to implement would be this:
Build a controller that snaps to the edges of the iPhone and plugs into the dock port, and then set up a way to be able to get input, possibly send output to the controller.
Pros:
Cons
Probably "stupid," if you guys are looking for software-only solutions. I think hardware controls have a certain advantage over software controls. Apple probably wasn't thinking about Doom when designing the iPhone, and who can blame them? _
If you don't like those ideas, then, I have a request. Could someone figure out how to use the "Incoming call" vibration function in software? I think it would make the controls more "realistic," regardless of wether they were software or hardware.
Thanks for reading.
No luck thus far.... will continue to experiment.
Hey l33tp4nt5 you are actually missing he biggest cons on that - You have to carry something else around with you and you have to place your phone somewhere, which sucks for a quick game on the go in a bus/metro etc, which is what mobile phone gaming is all about.
Forget the freelook and jumping, just focus on getting some standard controls.
Is there a way to see how fast the iPhone renders the 3D stuff?
Is there a way of completing Doom without jumping? I don't remember, has been a while.
You don't jump in Doom. No freelook either. These were features in later FPS games that are commonly added to open source Doom Ports but are overall not part of the game and should be left out.
And at the moment, I'm not using any of those code bases. Just the source from idsoftware.com
Hey smartmarc,
Sorry I wasn't clear enough. I meant the controller would snap into the iPhone, so you don't have to lay the phone down somewhere.
Here's a quick 5-minute mock up that I did.
Also, I think I like your solution best out of all the software controls. One suggestion I have, though, is to be able to reload by turning the iPhone and back. Reminds me of the "shoot outside of the screen to reload" method used in arcade machines, and I think it would feel more natural than tapping, after you got used to it.
This is my take:
Just my 2 cents, but I still think smartmarc's first mockup was the best. Maybe I'm just not that coordinated, but trying to control both of my thumbs and the volume buttons at once doesn't seem very usable to me. Especially since free look isn't included in your doom codebase, I'd keep things simple.
Hey, I never thought about multiplayer games over WiFi?. That would be sweet!
tedroddy: Networked games would be awesome. I've wanted to see how Bonjour/mDNS/Rendezvous/whatever reacts while on Edge. It'd be really cool to be able to see people in the same area (cell tower?) as you..
On EDGE, the latency would by killer. Killer as in terrible. I pinged Google and got 550ms.
That times two would be the result. :(
tedroddy, it would be different if you two were on the same cell tower. I can do an experiment to see what I get to another phone on the same tower's ip address, if they don't block pings. I know some ports are being blocked, just not sure which ones.
No such luck, can't ping across to those IPs given to a phone on EDGE. I figured this would happen because I couldn't ssh into it either.
On Wifi you should be able to ping the other iphone's IP as long as both phones are on the same wireless router.
Yes Byron, we're just looking at EDGE functionality which would be cool to have it work like a LAN game as well.
I personally think smartmarc's first design was the best - I noticed you had the iPhone turned the opposite way on your second design, where the volume buttons are up instead of down. I would use the first design with the volume buttons up - and use the one of those buttons to toggle guns (i.e. next weapon) instead of the slider. I also advocate having software buttons on the right side to simulate the four buttons you'd see on the standard gamepad that the user could program on their own - just as you'd normally do with Doom. so on the lower right, you'd have the software controls that simulate the d-pad and have the strafe controls when you slide left or right (or even better, hit far right or far left beyond the circle); and then you'd have your four user programmed buttons for either fire, jump or use (I'm pretty sure you have to jump in Doom - or maybe i'm thinking Doom II or Final Doom). In any case, this is exciting and I can't wait to see this progress.
I personally think smartmarc's first design was the best - I noticed you had the iPhone turned the opposite way on your second design, where the volume buttons are up instead of down. I would use the first design with the volume buttons up - and use the one of those buttons to toggle guns (i.e. next weapon) instead of the slider. I also advocate having software buttons on the right side to simulate the four buttons you'd see on the standard gamepad that the user could program on their own - just as you'd normally do with Doom. so on the lower right, you'd have the software controls that simulate the d-pad and have the strafe controls when you slide left or right (or even better, hit far right or far left beyond the circle); and then you'd have your four user programmed buttons for either fire, jump or use (I'm pretty sure you have to jump in Doom - or maybe i'm thinking Doom II or Final Doom). In any case, this is exciting and I can't wait to see this progress.
I personally think smartmarc's first design was the best - I noticed you had the iPhone turned the opposite way on your second design, where the volume buttons are up instead of down. I would use the first design with the volume buttons up - and use the one of those buttons to toggle guns (i.e. next weapon) instead of the slider. I also advocate having software buttons on the right side to simulate the four buttons you'd see on the standard gamepad that the user could program on their own - just as you'd normally do with Doom. so on the lower right, you'd have the software controls that simulate the d-pad and have the strafe controls when you slide left or right (or even better, hit far right or far left beyond the circle); and then you'd have your four user programmed buttons for either fire, jump or use (I'm pretty sure you have to jump in Doom - or maybe i'm thinking Doom II or Final Doom). In any case, this is exciting and I can't wait to see this progress.
I personally think smartmarc's first design was the best - I noticed you had the iPhone turned the opposite way on your second design, where the volume buttons are up instead of down. I would use the first design with the volume buttons up - and use the one of those buttons to toggle guns (i.e. next weapon) instead of the slider. I also advocate having software buttons on the right side to simulate the four buttons you'd see on the standard gamepad that the user could program on their own - just as you'd normally do with Doom. so on the lower right, you'd have the software controls that simulate the d-pad and have the strafe controls when you slide left or right (or even better, hit far right or far left beyond the circle); and then you'd have your four user programmed buttons for either fire, jump or use (I'm pretty sure you have to jump in Doom - or maybe i'm thinking Doom II or Final Doom). In any case, this is exciting and I can't wait to see this progress.
sorry for the multiple posts.. browser kept saying error when posting.
Is this thread dead?
Is this thread dead?
"Comment by patrick.mccarron, Aug 13, 2007
You don't jump in Doom. No freelook either. These were features in later FPS games that are commonly added to open source Doom Ports but are overall not part of the game and should be left out. "
not true, jumping, while not necessary to complete the game, did, in fact, exist in Doom. Freelooking did exist in doom's ever popular deathmatch mode.
Sorry blaiwesd, but you must have played jDoom or another source-port of the game. The original Doom and Doom 2 never had a jump button or free looking, both features were added to Doom 3. You could jump gaps in Doom by just running over them, but no button to control jumping was available. Those features are available in later source-ports of the game, but are not truely part of the game.
http://doom.wikia.com/wiki/Free_look
Granted you are right about the freelooking, I swear to god, the original did have a jump key. Ill go boot up my old mac right now and play doom 1 shareware, while it did not benefit you in anyway by jumping, due to the fact that jumping didnt allow you to jump very high at all, it WAS FKing in the game.
^i think its right
(blaiwed) about jumping
There was no jump in Doom or Doom 2 or Final Doom, or Hexen, or Heretic, Wolf3D... etc.
For example, Doom 2 level 3. You can skip to the end of the level if you are able to jump.
The first id Software game with jump and free look was Quake.
check this out, i came across this blog, it has the source code for the accelerometer which you could use in the game, it would be really cool if you could implement it. here's a demo : http://blog.medallia.com/2007/08/fun_with_the_iphone_accelerome.html and here's the source code: code:http://blog.medallia.com/2007/08/iphone_accelerometer_source_co.html
If NESapp needs frameskip then CPU is at a premium. Its the old dos software renderer doom
moooo
moooo
I was thinking about a control scheme very similar to smartmarc's second scheme, with 'dual analog' style controls on the left and right side, and an ancillary weapons choosing pad someplace else on screen. However, to fire, I was envisioning tapping either 'analog' pad. If you're holding still and firing, it would be very satisfying to tap left, tap right, over and over again and blow something away. If you're moving left and right, you can tap with the look pad, and if you're looking, you can tap with the move pad. It's slightly limiting because you can't look, move AND fire, but I think it's very intuitive. I think the weapon selection and menu and other buttons can be a little harder to reach.
Alternatively, you could always have the automap on the lower half screen and do controls as close to Metroid Prime Hunters on the DS as possible.
I was thinking about a control scheme very similar to smartmarc's second scheme, with 'dual analog' style controls on the left and right side, and an ancillary weapons choosing pad someplace else on screen. However, to fire, I was envisioning tapping either 'analog' pad. If you're holding still and firing, it would be very satisfying to tap left, tap right, over and over again and blow something away. If you're moving left and right, you can tap with the look pad, and if you're looking, you can tap with the move pad. It's slightly limiting because you can't look, move AND fire, but I think it's very intuitive. I think the weapon selection and menu and other buttons can be a little harder to reach.
Alternatively, you could always have the automap on the lower half screen and do controls as close to Metroid Prime Hunters on the DS as possible.
I was thinking about a control scheme very similar to smartmarc's second scheme, with 'dual analog' style controls on the left and right side, and an ancillary weapons choosing pad someplace else on screen. However, to fire, I was envisioning tapping either 'analog' pad. If you're holding still and firing, it would be very satisfying to tap left, tap right, over and over again and blow something away. If you're moving left and right, you can tap with the look pad, and if you're looking, you can tap with the move pad. It's slightly limiting because you can't look, move AND fire, but I think it's very intuitive. I think the weapon selection and menu and other buttons can be a little harder to reach.
Alternatively, you could always have the automap on the lower half screen and do controls as close to Metroid Prime Hunters on the DS as possible.
I was thinking about a control scheme very similar to smartmarc's second scheme, with 'dual analog' style controls on the left and right side, and an ancillary weapons choosing pad someplace else on screen. However, to fire, I was envisioning tapping either 'analog' pad. If you're holding still and firing, it would be very satisfying to tap left, tap right, over and over again and blow something away. If you're moving left and right, you can tap with the look pad, and if you're looking, you can tap with the move pad. It's slightly limiting because you can't look, move AND fire, but I think it's very intuitive. I think the weapon selection and menu and other buttons can be a little harder to reach.
Alternatively, you could always have the automap on the lower half screen and do controls as close to Metroid Prime Hunters on the DS as possible.
Will the iPhone be fast enough to run doom at 320X480 with an acceptable frame rate? Of course the original game was 320X200 at max resolution.
eenththeclean, your idea is a little too counterintuitive. I hold that smartmarc's initial design was the best -- it keeps the game as close to true as possible. Your idea requires obscuring the screen with your hand to turn, etc. a simple dual thumbstick setup as that proposed by smartmarc is definitely the best way to go here
Damned server error. Sorry for the triple post.
How's that concept intuitive? First of all it sacrifices almost 2/3 of the screen for the controls, second the ergonomics are all wrong. Having to hold one and higher than the other and then having to pan your finger across the entire width of thescreen will give you a cramp real quickAnd putting fire on the sleep button - Gonna use that one with you right index finger? Notice the angle you have to hold your finger in? More cramp alarm.
Also - If you remap all hardware keys - How are you going to exit the game?
Also - Scrolling in iSafari is ok, because you don't scroll while reading. In Doom you are moving all the time, it's therefore not very clever to make a UI where you cover up the entire image while moving.
I don't get it - If you first want to strafe right while moving forward and then left backward you do have to move your thumb across the entire width of the screen. So intuitive is picking up and playing? Lol, great: How many users will not know how to quit it? Regardless of that, having to remap hardware keys is a no-go which should be evaded if possible, because the user will expect them to do what the do in every other app, tuning the volume, exiting the app or putting the phone to sleep. I therefore don't see anything more intuitive in your mockups than in my suggestion - The opposite is the case, anyone who played a console like the ps2, ps3 or xbox will be familiar with a dual stick controller and the left/right layout mirrors the classical keyboard/mouse combo. I couldn't know that doom would not start in landscape mode, 'cause it's not yet the 18th of september, I am still waiting for my iPhone and by the time I did the mockups the project home did not have any screenshots. This should be the first thing to be sorted out - The iPhone screen is big, not using it is a waste.
For switching weapons, you should be able to just tap the number on the HUD.
Oh, so now you start mixing fingers for strafing and rotational movements? That is not intuitive and a breach in usability. And it is not about translating, it is about improving - and it is not about forcing users, it is about consistency. If there is one way to use a app that works good you don't have to give an alternative, the alternative will only confuse.
You don't take critisism very well, do you? I did study computer graphics for 3 years with a focus on software ergonomics, but I changed careers because I hated the coding part of it - I repeat myself: I neither have the hardware nor the software background in C++/Cocoa/Core Image or whatever this stuff has to be written in, so unless somebody with that background takes my ideas and adapts them they are not going to happen. Now - When referring to my mock ups, could you state which one, cause they do work differently, because they have to fullfill differing requirements. The circle thing (mock up 1) would work just like a analog stick controller, putting your thumb down in the middle would do nothing, until you start moving your finger on the x or y axis. For this to work you would need a graphical icon, showing you where you are, since you don't have tactile feedback. In case we did have the typical "press shift to run", then moving your finger 20 pixels from the center point would walk, moving 40 would run of course. The second mock up was slightly different - It uses a bigger touch zone, as soon as you touch it, the point where you entered it becomes the center point, any change from that x/y coordinate will cause a movement. If you lift your finger and retab the zone it will recalibrate - This zone approach eleminates the need of having to display a graphical reference point while playing and in my opinion is better, because it gives the user the freedom of finding the perfect position for their thumb, which differs from hand to hand. I don't see the need of any bursting gesture - To put this in a traditional HID, this would be like having to move by pushing a trackball of some mass around. This is neither precise, nor adequate in a game where you are constantly moving, because it leads to a very boring repetitive gesture. On a PC moving was acomplished by 4 keys and their combination. Theses keys have aproximate size of my suggested touch zone - I don't see why on the iPhone they need to be bigger. In this case it does not provide more precision, cause it is only stop, walk, run. The controller for rotation does require a bit more precision, but we do not mimic the drag, lift, drag behavior of the mouse, but the stick controller from a console, because it makes no sense trying to emulate a mouse without a mouse (see trackpad or trackpoint). If you take a look at for example the analog stick on a playstation portable, you see that it does not need to be big to work, leaving the screen clear to see the game, not your hands - which is the biggest problem I see with your landscape mock up.
Name any machine who's movement is controlled like that - Being possible does not make it sensible. The iPhone differs from other touchscreen devices because it has multitouch, meaning you can use more than one finger to interact with the device. Flicking through lists is just a gimmick. It works ok to scroll a list in one dimension, it does not work as well in two dimensions (see Google Earth), not at all in 3 dimensions - And there is no reason having to flick 2-3 times to cross a room and tapping to stop, in comparison to just moving your finger once to start moving, and then again to stop - that's five large movements against two small ones.
I think smartmarc and igor here have some very good design ideas. I do have a question though. Is stepwhite/anybody working on this? I'm hearing lots of suggestions but nothing from developers.
If I understood eentheclean correctly he will be coding his approach.
and stepwhite?
I took a stab at implementing some controls. They are super basic, but it does let you play the game. I have it working so you can use your finger to turn and move forwards and backwards just like a track pad. When you touch with two fingers you shoot. This is enough to navigate the menus and run around shooting things.
There are two major problems. First you cannot open doors, so you can't actually make much progress in the game.
The second is performance. At "Hurt me plenty" or below things seem okay, but when you pick "Ultra-violence" then the game is very very slow.
If you're interested I can check it in and others can use this as a basis for experimenting with the many controller ideas discussed here.
Excellent! Progress!
<img src="http://img212.imageshack.us/img212/6346/iphonedoomse5.jpg">
I modified smartmarcs, because the use of volume buttons was bothering me. Also, unless we're running zdoom, the only directions we can look are left and right, so I fixed that. I left crouching/standing in, for some reason, although that too is impossible, so don't try.
The only major change is that you tap the center of the screen to fire (no need to reload in doom, so got rid of that).
If someone could code it like this I'd be much obliged. I also forgot to mention a disadvantage - you'd have to temporarily move your finger off of the look controls to shoot. Not too big of a deal, especially since people using iPhone covers would have a hell of a time pressing the volume buttons (believe me) to shoot, but worth mentioning.
Sorry for the quadruple post, but one other issue:
The most logical way to do movement would be something like this
Forward - drag finger up along left box to get started, tap again to stop. Backward - drag finger down along left box to get started, tap again to stop. Strafe left - drag finger left along left box to move a predescribed amount to the left (ooh! a change!) Strafe right - drag finger right along left box to move a predescribed amount to the right
look left/right - drag finger left/right along right box to change directions a prediscribed amount.
The reason I would have it like this is to best emulate a mouse and keyboard. When you're playing an FPS, you quickly swish your mouse in a direction, lift up and repeat, do you not? The looking would be very similar.
Down to movement, you don't really need to strafe much other than to dodge shots, and you certainly aren't going to be continuing in one direction for a long time. It seems logical to continue forwards and backwards, but move a couple feet left and right, eh?
Now I'm done, promise.
Well, that is exactly my first mock up, with a different weapons switch mechanism, which is ok. But how is the phone going to tell if you are using your left or right thumb?
There's going to be trouble if we have to use volume buttons to fire.
I'd go with some sort of aesthetic joystick design, as long the movement is fluid, and it comes to a complete stop if you remove your thumb. And I still wish we could come up with a firing mechanism other than the volume button.
My first mock up does not use hardware buttons.
Took me a second to get it, but sounds great now.
So, we have two joysticks, left functioning for basic movement, strafing, etc, right functioning for turning, and up - for shooting while turning (or standing still, for that matter).
Excellent. Now, if these are going to be visible in-game, exactly how aesthetic are they going to be?
That sound like what I had in mind in my second mock up - Regarding the changing of colors: I think you can forget about that, since the "knob" it covered by your thumb anyway. Also the UI should give you a hint of how it works, the fire/aim slider should represent it's functionality. You might also rethink your move slider, using a circle like in my first mock up represents the same thing an is much simpler from a layout point of view.
Give me a bit of time and I can come up with a "good-to-look-at" (sorry, I'm getting tired of aesthetic revision of eenthecleans.
Now a practical question: When you move the left slider to the end (in either direction), should there be a slight increase in speed? Methinks so.
Should I continue in hopes that it is possible to change the graphics? The sliders will suffice in a pinch, but I'd rather play with a better looking joystick, no matter how little of it we'll see.
I'm still waiting to see if we can peek at goo...@lux.vu's build 0 controllable, still haven't heard from him. Maybe he's fixing to drop a bomb on us with a fully implemented build? :p
I dunno. A question about this - do thirdparty wad files or doom 2 work with it?
Sorry eentheclean, but I have to criticise your layout again - Your six way slider is nothing more logical than a circle/joystick, since you can change direction from right-forward to only forward without have to return to the center point, as your UI suggest. Your Aim/Fire slider does not make it obvious how firing is achived. The information on how switching weapons works is not represented in any way, same goes for Use/Map.
BTW - We finally have a Human Interface Guideline from Apple for the iPhone: http://developer.apple.com/documentation/iPhone/Conceptual/iPhoneHIG/
Just to quote the preamble:
-Make it obvious how to use your content. (As I said) -Avoid clutter, unused blank space, and busy backgrounds. (I would call the six direction slider clutter) -Minimize required user input. (Goes for your gestures/bursting idea) -Express essential information succinctly. (See first) -Provide a fingertip-sized target area for all links and controls. (We do have that) -Avoid unnecessary interactivity. (Again gestures/bursting)
For what it matters, I vote for smartmarcs initial idea. Holding my iphone in my hand and using it in this manner feels comfortable and is how I'd expect to use it, especially firing with the volume-up button.
For what it matters I vote that someone just build something! Can we not all agree that any controller is better than no controller? This project has been in the repo for quite some time. It sure would be nice to see some movement here. Whomever builds a controller is going to be an iphone hero and guarantees themselves 15 mins of fame on tuaw ;-)
don't worry about it, we've pretty much decided on design, but implementing controls is harder than it looks. also: the final consensus was that instead of using volume buttons to fire, you'll move the looking joystick forwards.
I agree, let just get the game playable. Also you might want to think about adding a pop up keyboard to use codes to skip levels and such..
And does this support Doom2.wad as well?
Hey, try to keep it playable for the iPod touch too. now that its jailbroken...
I wasn't able to find stepwhite on irc, so here's a source code patch to make the game playable. I'm not sure if the code will come through formatted properly in the wiki... lets find out.
Index: src/ScreenView.h =================================================================== --- src/ScreenView.h (revision 20) +++ src/ScreenView.h (working copy) @@ -22,19 +22,30 @@ #import <LayerKit/LKLayer.h> #include <pthread.h> +#define true 1 +#define false 0 +#define __BYTEBOOL__ + +#import "doom/doomdef.h" +#import "doom/d_event.h" + CoreSurfaceBufferRef screenSurface; pthread_cond_t screenUpdateLock; pthread_mutex_t screenUpdateMutex; @interface ScreenView : UIView { - LKLayer *screenLayer; + LKLayer *screenLayer; int initGraphics; + NSMutableArray* eventQueue; + CGPoint lastMousePos; + int lastKey; } - (id)initWithFrame:(CGRect)frame; - (void)dealloc; - (void)drawRect:(CGRect)frame; - (void)updateScreen; +- (int)getNextEvent:(event_t*)event; @end Index: src/ScreenView.m =================================================================== --- src/ScreenView.m (revision 20) +++ src/ScreenView.m (working copy) @@ -17,6 +17,7 @@ */ #import <CoreSurface/CoreSurface.h> +#import <GraphicsServices/GraphicsServices.h> #import "ScreenView.h" static ScreenView *sharedInstance = nil; @@ -24,11 +25,59 @@ [sharedInstance performSelectorOnMainThread:@selector(updateScreen) withObject:nil waitUntilDone: NO]; } +int getNextEvent(event_t *event) { + return [sharedInstance getNextEvent:event]; +} + +@interface DoomEvent : NSObject { + event_t ev; +} +- (id)initWithKeyDown:(int)button; +- (id)initWithKeyUp:(int)button; +- (id)initWithMouseX:(int)x Y:(int)y; +- (event_t)event; +@end + +@implementation DoomEvent +- (id)initWithKeyDown:(int)button { + self = [super init]; + if (self) { + ev.type = ev_keydown; + ev.data1 = button; + } + return self; +} + +- (id)initWithKeyUp:(int)button { + self = [super init]; + if (self) { + ev.type = ev_keyup; + ev.data1 = button; + } + return self; +} + +- (id)initWithMouseX:(int)x Y:(int)y { + self = [super init]; + if (self) { + ev.type = ev_mouse; + ev.data2 = x; + ev.data3 = y; + } + return self; +} + +- (event_t)event { + return ev; +} +@end + @implementation ScreenView - (id)initWithFrame:(CGRect)frame { if ((self == [super initWithFrame:frame])!=nil) { sharedInstance = self; initGraphics = 0; + eventQueue = [[NSMutableArray alloc] init]; } return self; } @@ -81,7 +130,59 @@ CoreSurfaceBufferUnlock(screenSurface); } +} +- (void)mouseDown:(GSEvent*)event { + int key = 0; + + // click count seems to always be 1, so this is not useful + //int cc = GSEventGetClickCount(event); + //NSLog(@"mouseDown with click count %d", cc); + + lastMousePos = GSEventGetLocationInWindow(event).origin; + + if (GSEventIsChordingHandEvent(event)) { + key = KEY_RCTRL; + }else{ + if (lastMousePos.y < 240) { + key = KEY_ENTER; + }else{ + key = ' '; + } + } + if (key) { + [eventQueue addObject:[[DoomEvent alloc] initWithKeyDown:key]]; + lastKey = key; + } } +- (void)mouseDragged:(GSEvent*)event { + CGRect r = GSEventGetLocationInWindow(event); + int x = (int)(r.origin.x - lastMousePos.x) << 4; + int y = - (int)(r.origin.y - lastMousePos.y) << 4; + [eventQueue addObject:[[DoomEvent alloc] initWithMouseX:x Y:y]]; + lastMousePos = r.origin; +} + +- (void)mouseUp:(GSEvent*)event { + if (lastKey) { + [eventQueue addObject:[[DoomEvent alloc] initWithKeyUp:lastKey]]; + lastKey = 0; + } +} + +- (int)getNextEvent:(event_t*)event { + if ([eventQueue count] == 0) return 0; + + DoomEvent* doomEvent = [eventQueue objectAtIndex:0]; + [eventQueue removeObjectAtIndex:0]; + + *event = [doomEvent event]; + if (event->type != ev_mouse) + NSLog(@"event %d %d %d %d", + event->type, event->data1, event->data2, event->data3); + + return 1; +} + @end Index: src/doom/i_video.c =================================================================== --- src/doom/i_video.c (revision 20) +++ src/doom/i_video.c (working copy) @@ -109,6 +109,8 @@ */ void I_StartFrame (void){} +int getNextEvent(event_t* event); + /** * Called at the beginning of the main doom loop. * @@ -119,11 +121,8 @@ event_t event; int button; -#if 0 - while ((button = getKey()) != -1) - if (getEventFromButton(button, &event)) - D_PostEvent(&event); -#endif + while (getNextEvent(&event)) + D_PostEvent(&event); } /** Index: src/doom/st_lib.c =================================================================== --- src/doom/st_lib.c (revision 20) +++ src/doom/st_lib.c (working copy) @@ -119,8 +119,10 @@ // clear the area x = n->x - numdigits*w; - if (n->y - ST_Y < 0) - I_Error("drawNum: n->y - ST_Y < 0"); + if (n->y - ST_Y < 0) { + return; + //I_Error("drawNum: n->y - ST_Y < 0"); + } V_CopyRect(x, n->y - ST_Y, BG, w*numdigits, h, x, n->y, FG); @@ -229,8 +231,10 @@ w = SHORT(mi->p[mi->oldinum]->width); h = SHORT(mi->p[mi->oldinum]->height); - if (y - ST_Y < 0) - I_Error("updateMultIcon: y - ST_Y < 0"); + if (y - ST_Y < 0) { + return; + //I_Error("updateMultIcon: y - ST_Y < 0"); + } V_CopyRect(x, y-ST_Y, BG, w, h, x, y, FG); } @@ -278,8 +282,10 @@ w = SHORT(bi->p->width); h = SHORT(bi->p->height); - if (y - ST_Y < 0) - I_Error("updateBinIcon: y - ST_Y < 0"); + if (y - ST_Y < 0) { + return; + //I_Error("updateBinIcon: y - ST_Y < 0"); + } if (*bi->val) V_DrawPatch(bi->x, bi->y, FG, bi->p);To explain the code above, I added some code to i_video.c to call getNextEvent. The main change is in ScreenView?.m where I queue up mouse events and then feed them to the doom game engine via getNextEvent. There is also a workaround for some crashing in st_lib.c that just turns off the status info at the bottom of the screen.
To start the game touch and hold your finger then drag to choose a menu item. Then let go and touch again. It is way too sensitive but it works. There's no way to press Esc so if you go into the setup menu then you can't get back out. Once you are playing, touching the top half of the screen fires, the bottom half opens doors. Once you touch, then you can drag your finger to move/turn.
Enjoy!
That is just fantastic. Good job, goo...@lux.vu. I hope it works. Is there going to be a version of this doom that works on the ipod touch?
Ok so where is the playable version?
Hi,
wow, there is a lot of discussion about the control ideas! I couldn't read all of it but I searched for 'nokia' and 'n800' and couldn't find a thing, which surprised me!
Doom was ported to the Nokia N800 Internet tablet, and I just loved its controls, and it's all in the touchscreen apart from the 'fire' button which can be implemented with a vertical button bar on the left.
Take a look for yourself :
And especially at this video :
http://video.google.fr/videoplay?docid=516426107350678057
You can skip the installation part and look at the gameplay after 45 seconds.
Keep it up!
Thats my Design...
cooljunior, that is a snazzy looking mockup. I'm assuming the firing is used by sliding your finger forwards while looking, is that right?
Well, the Fire is the 'Hollow' Circle above the turn, you could slide over it, or, tap it, because in doom, you are more likey to strafe while shooting instead of turning. Notice I have made the mock up over an iPod Touch, because Thats what I own (and the Touch has no external buttons on the outside)
Looks like this port is dead in the water.
not really, its just like when your watching the TV and a terrible programme comes on, but, the remote is on top of the set. You really don't want to get up, but, you also badly want to change the channel. In the end, you will get up and pick up the remote. Its just hard for people to start up again after doing nothing.
The code is open source and someone else can do it, I would of started work on it, but I couldn't get it working with the 0.3 toolchain, and I don't have a mac.
Just out of interest, what is the best code for coding for the iPhone/Touch, and what do you have to compile it as?
I'll bet this thing will be shocked back to like when Apple releases their SDK.
Rumor has it that ID Software is developing games for the iphone or at least looking into it. I wish someone would prt the old Wolfenstein 3D though.
The game you are refering to is Quake Zero, it a is Web version of Quake 3 Arena. I doubt it is going to work for iPhone/iPod Touch, but, oh well...
Come, on! somebody get to work on this! its been going on forever... and the thought of doom on my iPhone is killing me.
- tehstealth1029
seems to take a long time to create the controls. Hoped it would go faster :( Keep on working, wanna play doom on my iPhone
I favor...
Personally I think smartmarc's second mockup is BRILLIANT with cool.junior's a very close second. The idea of utilizing the volume buttons for the fire/action button is the closest thing to a dual-shock scheme (L, R buttons). I gave it a whirl on my buddies iphone and it's simply brilliant. Cool.junior's scheme is a close second fav, only for those without the external buttons.
Getting the control issues down is important IMHO: think of the possibilities. Once it's properly laid out what's to stop the influx of Hexen and maybe build engine ports (Blood, Duke Nukem 3D, Redneck Rampage, Strife, etc)? Those control schemes would even work perfectly for more advanced titles like Quake. BTW, anyone have any clue on the iphone's 3D capabilities?
The only trouble with using volume buttons is one, you can't change volume of game, and two, the whole screen shakes and it's a little awkward.
For these reasons I propose we follow smartmarc's first/cooljunior's. What I'm really hoping for is Doom 2 and mods/addons to work as well. I look forward to playing the Half-Life doom version on my iPhone.
elcarnemago, you're very wrong my man: sound CAN be adjusted in ALL Doom Engine games (and Quake Engine, and Build Engine) by going to Options -> Sound. There are separate sliders for effects/midi and music...hence my still favoring smartmarc's second.
PS: For the above, I actually double checked Doom and Duke Nukem 3D 5 minutes ago on my Pocket PC.
More problems with your post elcarnemago (again IMHO): "The most logical way to do movement would be something like this: Forward - drag finger up along left box to get started, tap again to stop. Backward - drag finger down along left box to get started, tap again to stop.."
FPS's require twitch, split-second reaction which is negated by the repeated tap-start-tap-stop-tap-turn actions. Think ahead to when wifi multiplayer is enabled for this or even when other ports are made (DN3D etc). Also imagine being surrounded by 6 to 10 mid-level Doom grunts attacking you simultaneously and going at them with that setup: you can't be in your system's cruise-control in the middle of a firefight (even with one grunt), so it's mandatory tapping: tap-turn-tap-stop-tap-forward-tap-stop-tap-blockViewOfScreenAndFire-OhNoHeMoved?-tap-back-tap-stop... You'd be fragged before you could take more than one or two grunts down. Seriously, you wouldn't last 10 seconds in a deathmatch or on any of the higher difficulty settings.
"The reason I would have it like this is to best emulate a mouse and keyboard. When you're playing an FPS, you quickly swish your mouse in a direction, lift up and repeat, do you not?"
No one I know plays that way, not at home and certainly not at any LAN parties I've attended. If you're a serious FPS'er mouselook is ALWAYS enabled and your mouse NEVER leaves the pad.
"Down to movement, you don't really need to strafe much other than to dodge shots..It seems logical to continue forwards and backwards, but move a couple feet left and right, eh?"
As you said, strafing is mainly for dodging shots..which is the whole point of an FPS: not to get shot. As above, strafing is a no-brainer for any and all serious FPS'ers/FPS's. Anyone will tell you that.
smartmarc's first one is good, no doubt. But his second one (and also cool.junior's variant) is infinitely better IMHO, more ergonomically sound, future proof (as far as subsequent ports of other shooters), most closely mimics the dual-analog AND mouse-keyboard setup (which are the standards).
First of all, that was an old post, so sorry, but you wasted your time disproving it. Second, at the moment, there is no real menu navigation, remember?
No need to get testy my man, the point of this whole thing is to get a good interface up and running. Your idea wasn't too refined, I pointed it out...it wasn't personal.
Regarding menu navigation, isn't that (and the control interface) part of the game itself? Or would you rather have a working demo you can't interact with?
Finally, 1.9 days isn't "an old post" and my response was made exactly 3 hours after yours: check the timestamps.
:)
people, people, stop with the argueing. Finding flaws in other peoples ideas isn't gonna help move this project forward.
And just a little note. The reason why I omitted the (truely brilliant) idea of using the Volume control, was only because not all the platforms this game is available on has the hardware capability (iPod Touch), and the fire button is quite a crutial component of the game :P
If U Could do this, it would be frickin sweet! <img src="http://a948.ac-images.myspacecdn.com/images01/90/l_cef1b8a76dce10f29d720ad74a49cdb3.jpg">
Add a jump and a use button and this is good to go...
Yeah I like Aldenlaslett's!
There's no jump in Doom. Philistines, learn your video game culture.
Depending on how stiff the volume button is, smartmarc's ideas are pretty good. Simply get rid of unnecessary buttons (replace jump with use + no need for up/down look).
any idea when ur gonna release this yet?
i bet it will never be released.
ur probably right 'sigh' :-(
Wow, you have a playable version of iPhone Doom and the binaries have STILL not been submitted.
POST THE FREAKING BINARIES.
why dont you make a basic controller just to enter to the game and see how fast it runs
Wow; yes this project does seems dead... but, I hope to inject (some) energy. Not a professional Obejective C programmer but I've dabbled in C in my time.
If an earlier post (Comment by goo...@lux.vu, Oct 13, 2007) is anything to go by any competent OS X developers could make attempts to at least see how fast/slow this thing runs without acceleration as per nicogml suggestion.
There's an amazing GBA emulator called gpSPhone by Zodttd with some help from NerveGas? that has a decent digital control overlay. This code is GPL'd but has yet to be cleaned up and made available. There's still hope, and I myself am currently attempting toolchain with with Windows (may quit and just do it in Linux... love a challenge though).
Let's all try to get it past the "demo-screens" first.
BTW, anyone who is proficient enough to make the current demo do more then just display 2 screens, let us know, even if anonymously (I see how you wouldn't want to be hassled by some of the less mature posters).
Peace.
I have an interface idea that involves no dedicated on-screen buttons:
move: tilt the iphone
turn left/right: drag and hold a left or a right anywhere on the screen. eventually have varying levels of acceleration
switch weapon: drag an up/down anywhere on the screen to switch next/previous
shoot: click with two fingers. drag two fingers to shoot while turning
use/menu: volume up/down
also:
use: double-click with two fingers
menu: outward pinch
this kid posted a youtube video showing doom on iphone working!! Here:
is it a fake????
It looks like the GameBoy? Advance version running under the gpSPhone emulator. It runs, but is too slow to be very playable. The speed is improving with each release of the emulator, so it may one day function at 100%
how about a wireless bluetooth keyboard and mouse?!?!?!?!
Yeah, is this EVER going to have controls? Seriously, it needs them like, a month ago. :/
Quick build using the patch above is downloadable and playable. The controls wont make sense right now as they're not rotated along with the screen view, so left-right = up-down, etc.
I recommend putting it on the installer app for easy installation.
I cant get it to run. I put the Doom app in my applications folder and Doom1.wad in a folder called Doom in the var/root/media folder but when I start it the screen goes white and then just kicks me back to the summerboard. Any ideas?
What about using the sensors for movment and freelook? Did anyone investigate that? Seems doable when googling for code on the sensors.
Idiots
rofl
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a good idea for controller input would be the one used in the "Yeti3D" first person shoot'em up for iphone!! (check www.iphonecake.com )... I hope the project is not dead because Doom is one of the greatest shooters ever made...
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ControllerIdeas...
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I like smartmarc's idea, too. Very similar to the mouse/keyboard controls most people are used to on a computer, but would still allow you to do everything you need on the phone. It could definitely work. I'm not sure if free look is implemented in the doom core you ported, but if it is you could add another up/down slider to the left of the screen for those occasions when it's nice to check out what's above or below you. haber
hii.good topic thank you
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I like very much the writings and pictures and explanations in your adress so I look forward to see your next writings. I congratulate you.
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this would be my controller:
And the movements wold be based in the acelerometer
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