Movement with mouse control

It seems that the way precise movement is handled with the mouse, is that it tracks the relative position to the mouse compared to your PC and the border of the screen. This ends up becoming an issue for people with high aspect ratios - such as 32:9 in my case.

The issue is that it is incredibly imprecise in my use case. It works perfectly in a 1x1 resolution however!

Maybe change the logic behind the character cursor movement by doing some math to check the aspect ratio of the user to scale the controlling modifier. :slight_smile:

Or make it relative to some in game unit, rather than the screen? Perhaps a set range that’s about the same as the max range of a 2h weapon. Then anything outside that range is treated as the same as max, and having a very wide screen would make no difference at all.

That’s STILL the case? :disappointed_face:

Wanted to play this game again soon, sad it’s not yet fixed.

I reported this in a steam review two years ago and a developer even responded (at first):

If someone doesn’t want to click the link, let me copy what I wrote back then:

Mouse Control (Direction) is broken by Aspect Ratio, which makes jump puzzles without controller very frustrating.

and then

15 May, 2024 @ 11:03am

Try Moving (not even jumping) towards your mouse cursor in 16:9, you can see that the horizontal axis will be a little towards the center instead of towards your mouse cursor.

Now try again in 21:9, start from the exact same point and aim at the exact same point, you will see that the character runs even more skewed horizontally towards the center.

I guess it’s even worse when you play on 32:9

and then

15 May, 2024 @ 11:07am

I’m guessing (programmer myself) based on the different angle your character runs based on different aspect ratio, that the character isn’t running towards the mouse but instead the code says something like: “how many % left or right of the displayed pixels is the mouse?”.

So it’s a little off in 16:9, but even more off in 21:9.

To help myself I switched to 16:9 for jumping puzzles which made it muche easier (but it was still a little skewed)

Also the skew increases the further away from your character you aim.

So try 21:9 and try a 45 degree diagonal, but aim pretty far away from the character.