#Thumb-only users' hitbox adjustment option

1 messages · Page 1 of 1 (latest)

cosmic ravine
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Recently, I've been enjoying V-Slice on mobile.
Of course, I know the current hitbox system is familiar to everyone.
Before playing on mobile, I used a PC keyboard, and now I enjoy both.
I was already used to playing with my thumbs on mobile, so getting used to it again was a bit tough.

It would be great if they added options for thumb users or custom hitbox options.

devout stump
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this might be added

BUT IT WILL BE HIDDEN IN THE DEPTHS OF THE SETTINGS, NEVER TO SEE THE LIGHT AGAIN…

cosmic ravine
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Still...
If having this feature helps even a small number of people who want it, rather than having no setting at all...

dense roost
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Is someone ghost bumping this

round venture
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I really want them to add this, I've never even dared to try playing with the old hitboxes, only on fnf mobile ones
But now trying to play on without it I just can't find the experience enjoyable 😭

cosmic ravine
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Adjusting note spacing is something I can handle myself,
but it would be nice if there were at least a feature where overlapping hitboxes allow simultaneous presses.

cosmic ravine
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bump

fallen sparrow
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mobile tiles are getting some changes since they kind of suck rn

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will take this into account

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btw would you like to be able to change how the directions are positioned in 9k+?

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rn it just creates a new lane but maybe its not the best way to play so

cosmic ravine
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That's great to hear!

To answer your question about 9k+, I should clarify that I've only played up to 6k on PC with a keyboard. This means I don't really know much about how high key counts like 9k+ should feel on mobile.

However, I definitely agree that just adding new lanes isn't the best solution for mobile thumb players. I think it would be much better if the buttons were positioned based on the natural angle and reach of the thumbs.

I've created a reference image to show exactly what I mean. I'll post it right after this.

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What do you think of this concept?

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Of course, I'd have to actually play it to know for sure, but my idea is that even if it's a bit difficult, this is a method where a single thumb can still cover all its inputs, which I think is better than just arranging the notes in a long line.

Also, since this layout uses the entire screen, if the 'show opponent's notes' option is enabled, I think it would be a cool idea to only show the glowing notes, similar to the V-slice style.

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I have one more idea I'd like to share, along with this new image.

This is an idea I had back when I first started playing P:AFN on mobile. I think a style similar to other mobile rhythm games, where the notes start far away and grow larger as they approach the judgment line, could also be a good option.

Of course, this might make it lose much of its "FNF feel" and perhaps look like a completely different game.

However, since it doesn't obstruct the whole view and leaves more of the screen visible, I think it could work well. It might look awkward during songs with special "gimmicks," but for songs without any gimmicks, don't you think it would be fine?

tulip ibex
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I cannot believe this, an actual game suggestion with critiques and ideas beyond simplistic requests, even turning something I thought was pretty dumb into a decently good system

cosmic ravine
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I'm really glad to hear my idea was helpful!

Playing FNF on mobile is essential for me to pass the time at work, and I've put a lot of thought into this because options like V-Slice can be cumbersome (requiring me to find specific mods).

My major is actually game development, but I'm a graphics major, so I know next to nothing about coding. When you mentioned 9k+, it just sparked an idea from a design/layout perspective. I thought, "To press that many keys on mobile, wouldn't it make sense to adapt the layout to the human body?" You know, similar to the concept of ergonomic keyboards and mice.

Of course, I'm not saying this is the perfect solution, and we'd have to playtest it to know for sure. While aligning the angles to the thumbs seems ergonomically correct, I do suspect it might cause significant thumb fatigue.

Still, I hope this idea can serve as a good "first draft" that sparks even more and better ideas.

spring pasture
cosmic ravine
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As an additional note regarding my screenshot, the note skin I'm using matches the default sprite's specifications. To clarify, it's one I modified from the default sprite for my own personal use.

cosmic ravine
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bump

cosmic ravine
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Bump

cosmic ravine
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Bump

cosmic ravine
cosmic ravine
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Bump

fallen sparrow
ocean tree
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are there any 9 key songs with modcharts

cosmic ravine
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I don't believe 9 key modcharts really exist, do they?

For 4 key modcharts, especially for songs that have chaotic, messy movement like Ranranru(I don't know the song title), I think there might not be any effective solution other than making the hitbox input areas semi-transparent and overlapping them.

I suddenly had a thought: what if the notes and the hitbox moved together...?

Honestly, the idea of the hitbox input area moving along with the notes sounds... a little terrible (or nightmarish).

cosmic ravine
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Alternatively, what if we use a mobile button style and place these semi-transparent hitboxes in one corner, similar to what's shown in the images? Wouldn't that prevent them from affecting the modcharts?

Even if the number of keys increases, we could adopt the previous idea and arrange the layout so the intervals are optimized for thumb presses. I think that wouldn't be a bad approach.

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Naturally, the only minor concern is that the hitbox intervals might lose all semblance of uniformity, and the resulting thumb strain could potentially render a player's hands permanently useless. But who cares? It's just a few broken fingers, and the rough look of my initial images is beside the point! 😛

ocean tree
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moving the hitboxes with the notes feels like something you would do for the love of the game rather than being practical though

cosmic ravine
cosmic ravine
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Bump