[quote name='Luckless' timestamp='1305070090' post='4809180']
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Frankly, they suck.
[...] as I was beginning to form blisters on my finger tips.
Is it really that bad?
I don't own a touch device right now (my last one was a sony ericsson with stylus) and only played a few short rounds of "angry birds" and a demo of an action rpg on a friends device. That game used a control stick on the left and a "button stick" on the right.
I'm not sure how you could improve the touchscreen controls for action based rpgs that involve dodging, guarding, jumping and multiple forms of attack. I thought that using 4 semi transparent buttons on the bottom right edge of the screen would be ok if you combine them with swipe gestures, tap, hold, hold and drag etc
4 Buttons (A, B, C and X with X in the corner and A, B, C located around it like flower petals from left to right)
A - Guard
B - Attack
C - Jump
X - Special
Using swipe gestures, this would open up a lot of useful combinations like
"A + hold" for continued guard/block/defense
"B up" / "B down" for upper and lower attacks
"X ->A" for magic / special defense
"X -> B" for a magic / special strike (combined with up and down for directional attacks)
"X -> C" for a magic / special movement ability (charge, force jump, teleport, throw grappling hook)
"A -> B" for a grapple move (like in soul calibur if I remember correctly)
"A down" for a dodge
"Swipe X -> A -> B -> C" for HaDouKen
"Swipe X ->C -> B -> A" for a Roundhouse Kick
If you add the control stick, you can use even more classical beat'em'up moves
"X -> A + circular movement" for a shield spell that surrounds the player
"X -> B + quarter circular movement" for a special cleaving attack
Pro: I can think of so many possible combinations... the question would be, will the end user be able to memorize them as well as me? I remember receiving many a beating because my best friend knew more character signature moves in Mortal Combat and Soul Calibur and how to time them...
Con: I can imagine that either those 4 buttons take up to much of the screen (even if they are semi transparent, because you constantly have your thumb on them) or are to small and in accessible (at least on smaller android devices). I "tested" some simple swipe gestures on my Nokia E71 as it's roughly the same size as the ZTE Blade (which has a 3,5" Display with 480*800px iirc).
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Those a great ideas, but I think there's still one key issue there: It's a touch screen trying to mimic a controller rather than trying to do something unique on its own. I'm not saying that a touch screen device couldn't learn anything from a traditional game controller, but I don't think it's a good idea for the touch screen to try and be something it isn't for a number of reasons.
(Just to provide an example, look at it this way: Pick up the closest controller you've got near you. Press the buttons. What's special about it? Feedback. When you push a button, it goes in. You can feel that. In the dark, you can still operate a device you're familiar with. How? Because the buttons stick out. You can feel your way around it, you can tell which button is which without even really HAVING to push it. These features of the button are absolutely crucial for a gaming controller. It's what allows us to play an FPS or Action game without looking down at our hands every five seconds. It's what allows us to get comfortable with a Game Boy, so that we can focus on the screen without having to check to make sure our thumbs are in the right place. A device that is operated purely be a touch screen is never going to be able to do that and the sooner we accept that, the better.)
So, sticking with your idea, what if we kept using the swipe motions but ditched the idea of "buttons"? Try and picture this in your head: The screen, let's say an iTouch, is in a horizontal position and divided into 4 sections. The section to the far left and the section to the far right are the sections that will register your input commands, meaning that your thumbs will never get in the way of the action happening in the center of the screen. For the controls? Let's say a quick tap with my right thumb gets a punch. Two taps gets two punches. For kicks? A tap with my left thumb on the left side for one kick, two taps for two kicks. Keeping it basic like that means you don't have to worry about the player trying to remember exactly where a button they can't feel is. Instead, they just have to remember to keep their thumbs in THAT area. In order to make sure they have a clear idea of where that area is, you could even include a dotted line to show which side is interactive and which isn't.
If we keep going, then we can come up with other combinations using your idea. Maybe a swipe with the right thumb in the designated area means a grab. If we want to get more complex, then a tap with your left thumb on the upper left part of the screen could be a high kick, while a tap on the lower left corner of the screen could mean a low kick. You get the idea, right?