[Kde-games-devel] Kapman gameplay issues

Sean suseux at googlemail.com
Wed Jan 21 15:01:46 CET 2009


On Wednesday 21 January 2009 3:41:12 am Ian Wadham wrote:

> Steve Mann, who recently contributed two new sets of levels to
> KGoldrunner, suggested something like Sean's point 1 for keyboard
> control in KGoldrunner, i.e. press a key, hero starts to run ... hold it
> down, hero continues to run ... release the key, hero stops.  At present
> (KDE 4.2 and before) you have to press another key to stop the hero.
>
> Having just figured out how to do this in Qt (reimplement QWidget::
> keyPressEvent and keyReleaseEvent), I think I might give it a try
> in KGoldrunner, taking care to keep track of changes to shortcut
> settings (don't want complaints from users of non-US keyboards).
> If it works out, maybe it could go into KGoldrunner as an option.
>
> I am not terribly fussed about whether it will be true to how such
> games traditionally work, though, Matthew.  I always used to use
> a joystick back in the good old days ... :-)

This would be great for kgoldrunner, the reason why I suggested it in kapman 
is because there seems to be some sort of lag when moving this way. when your 
making holes for the enemies. I think you need more precision in this type of 
game unless that will make the game easier. 



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