The various settings can be confusing, so this article has been written to explain the settings means and how changes affect gameplay. PS.Mouse settings are critical when playing Starcraft 2. According to Ken, Blizzard has specifically rejected requests to make this specific action accessible. He has trouble with things that require a key press, like jumping in World of Warcraft. I'm a fan of quadriplegic Twitch streamer NoHandsKen, who unfortunately hasn't been streaming lately but I'm sure is enjoying the latest Path of Exile update, along with most of the Blizzard games. If there are any companies and/or online multi-player games that specifically encourage those with accessibility issues to participate with the help of assistive technologies, I would be happy to hear about them. Of course there are plenty of single player and/or offline games where cheating doesn't affect the community so much, and there isn't any banning going on. Other than that, I think your actual product is great and I'll certainly remember it.Ĭareful because most game companies are willing to throw accessibility in the trash in their fight against cheating/botting. Even if I setup the software for someone, how are they going to figure out what it does or use it themselves? Essentially, it looks like your product is only usful to very computer learned individuals who have unsteady hands. For example, the entire piece you have there about versioning and user information is very confusing. Rather, they'd like to know how to install it, and how to run it so that it 'just works'. The manual I think would be realllly hard for my folks to understand, due to all the up-front tech talk. Call it generic, but I'm thinking of one of those medical commercials that show the problem with shaky hands, and then shows the difference with steadymouse. I think this would be solved via the 'kickstart-esque' like advertising, where there is a promo video right upfront, where your product and what it does is right center screen when you go to your website, rather than a giant banner and your logo. I understand it perfectly, but I know my grandma probably wouldn't. That said, my inital reaction to the homepage of your website wasn't super appealing to what your product actually does. Thats a really cool project that looks a lot like the computer equivalent of that anti-shake spoon. In between keeping an eye on the server load, I'm happy to answer any questions and am honored at the attention today. The 70 day easy refund period allows the users to become confident it's worth it. That price is largely necessary because customer support is quite a bit more difficult when serving the community that typically needs SteadyMouse. The $127 price is for all the future versions too (SteadyMouse 3, 4, etc.). I should clarify for the other poster as well, SteadyMouse 2 costs $43 just one time and includes minor bugfixes going forward. Porting to MacOS is indeed in progress, however has been made quite difficult by the deprecation of certain API functions (the same ones that killed SmoothMouse ) Totally worth it though, and hearing from folks has made this the most fulfilling work of my life. SteadyMouse 2 is the new commercial version, and has taken so much time and effort that I've lost track. That original hobby version from 2005 is free, if one is willing to sacrifice a bit, and read through the troubleshooting and workarounds. It actually started as a bit of a hobby project after my grandfather was diagnosed with Parkinson's disease circa 2003-2004. SteadyMouse has been a labor of love the past several years. Can't say I expected this to hit the front page today.
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