shadyspace
Banned
But it IS a portable ^_^
You can play it on the bathroom, I hear
We'll see.
But it IS a portable ^_^
You can play it on the bathroom, I hear
Even if they work flawlessly, the problem is that they don't are clickable, like a thumbstick is. It would make ports to the Wii U more difficult, as there's two buttons less compared to the others.
But it IS a portable ^_^
You can play it on the bathroom, I hear
Can't say I've ever used click sticks in a game before, and some of the use-case scenarios I've heard about just seem incredibly ancillary to pre-existing options. For example, someone in one of these speculation threads said that the left click-stick was mapped to a RUN function in an FPS game. Doesn't that completely eliminate the purpose of having analog movement?
Playing Wii-U for shits and gigglesBut it IS a portable ^_^
You can play it on the bathroom, I hear
In shooters the L3/R3 are usually mapped as the zoom or melee buttons.
Considering how easily one can accidentally activate a click stick, that just raises further questions for me.
Obviously you haven't pumped 1000+ hours into Zelda and Mario on N64/GC
But I can let it slide (no pun intended) for a portable. It makes sense there. But for a console? Hells no.
Considering how easily one can accidentally activate a click stick, that just raises further questions for me.
Even if they work flawlessly, the problem is that they don't are clickable, like a thumbstick is. It would make ports to the Wii U more difficult, as there's two buttons less compared to the others.
Considering how easily one can accidentally activate a click stick, that just raises further questions for me.
I can't see how anyone could prefer lifting your finger off the left stick to press a fake button on the touchscreen to sprint, instead of clicking the left stick
You have to stop moving so you can move faster. Completely counter-intuitive.
Or you could use the analog sticks to map running to when the stick is pushed all the way to the edge. Y'know, like they were intended to do by design.
A racing game where you hang glide in, a snowboard dangling from your feet. You drop down to board down the mountain, weaving in between trees. As an avalanche begins, in the nick of time, you approach a lake at the bottom of the mountain, hop on a jet ski, and blast off to the finish line.
Or you could use the analog sticks to map running to when the stick is pushed all the way to the edge. Y'know, like they were intended to do by design.
I don't understand some of the 3DS slider hate, it felt like butter to me on both my playthroughs of OoT 3D and SM3DL so I have no apprehension for the UPad sliders at all.
I can't see how anyone could prefer lifting your finger off the left stick to press a fake button on the touchscreen to sprint, instead of clicking the left stick
You have to stop moving so you can move faster. Completely counter-intuitive.
See, awesome right!
I'd rather deal with that than turning around just to end up zoomed down the scope and killed.
I don't expect you or anyone to agree with me, really.
Gross, L1/R1 FPS players!
*boooooo, hisssssss*
Not that you guys have much of a choice, PS3' triggers are asstastic.
But that's why we have L1/R1 .
The only game I've seen use R3/L3 right is Vanquish, and it used them only a couple of times, for detonating bombs. Otherwise I find the R3/L3 buttons cumbersome, especially when mapped to sprint (which shouldn't be tied to analogue either, as it is usually a limited function), and aim down the sights.
I'm even wary about analogue triggers. In racing games they're fantastic, but I won't use them with shooters, where the analogue input simply adds an ever-so-slight delay/cushion to every shot. I quite disliked the GCN shoulder pads for this reason: they made for poor shooting triggers.
But that's why we have L1/R1 .
1080 Pilotwaverace for launch.
Wave Race will suck without analog triggers. It's the same reason I can't ger super excited about Luigi's Mansion 2. Analog triggers + awesome rumble effects MADE those games (always prefferred Blue Storm to WR64).
Wave Race will suck without analog triggers. It's the same reason I can't ger super excited about Luigi's Mansion 2. Analog triggers + awesome rumble effects MADE those games (always prefferred Blue Storm to WR64).
I take it you don't play FPS games on 360? Because if you do, you've already used an analog trigger to shoot. Or you map it to the left and right bumpers, which seems.... odd to me.
I see what you mean, though. The way that Nintendo does analog triggers would involve a range of analog followed by a button click to note the end of the analog range.
But on the other hand, wouldn't that extra delay exactly mimic pulling a trigger on an actual gun?
This depressing post reminds me...the Wii U controller...does it rumble? Because I can't play Star Fox if my controller doesn't shake telling me how awesome that explosion was
This depressing post reminds me...the Wii U controller...does it rumble? Because I can't play Star Fox if my controller doesn't shake telling me how awesome that explosion was
One of the things I hate about how shooters have been adapted to consoles is how developers and fans get so worked up if a new controller is missing even ONE button from the "standard" setup, which will somehow make shooters impossible on the platform. I just think that kind of mentality is locking us into too rigid a control paradigm.
Yup, it was confirmed to include Rumble. It's also listed as a feature on the page:This depressing post reminds me...the Wii U controller...does it rumble? Because I can't play Star Fox if my controller doesn't shake telling me how awesome that explosion was
Yea it does
You're right about the 360 triggers (see my edit above), but I don't own a 360, so my experience with the controller is limited. Positive, but limited. So yeah, my dislike for analogue triggers mostly stems from Nintendo's implementation of binary design into analogue hardware.
As for the context of triggers and shooters, the extra delay would be nice if I was meaning to simulate pure realism, and the safety of a mechanical weapon trigger. But 99% of videogames are not designed to simulate this. They're binary functions. You're either shooting or your not, and the game revolves around this. There's no underlying, real world mechanical function where a real trigger would be relevant.
It doesn't matter for the 360 pad, where pretty much all games are mapped to note instant pressure from the triggers to register a game function, and thus is effectively the same thing as a binary input. I just cant imagine playing a game like, say, Vanquish without instantaneous and reliable binary input. But again, this is compounded by how awful the PS3 triggers are.
Ah, good. Because I was playing Star Fox 64 a couple years ago without rumble. You know that part where you blow up the big factory on Macbeth and its all BWOOOOOOOOM BWOOOOM BWOOOM BWOOOM BWOOOOOOOOOOOOOOOOM, and the N64 controller is doing the Harlem Shake from the awesomeness? Without rumble, it's just...meh.
The design works both ways, though, and sometimes you want that binary click at the end depending on the game you're playing. In those instances where you had to achieve the entire range of motion to get the binary click on the analogue shoulders, it's because the software was designed to IGNORE the analog input as binary. So that's just poor software implementation, not a design flaw on the hardware itself.
I can't see how anyone could prefer lifting your finger off the left stick to press a fake button on the touchscreen to sprint, instead of clicking the left stick
You have to stop moving so you can move faster. Completely counter-intuitive.
Is haptic feedback possible on a resistive touch screen? I thought it was a tech for capacitive screens.Yup, it was confirmed to include Rumble. It's also listed as a feature on the page:
http://e3.nintendo.com/hw/#/about
Whether or not this points to haptic is an entirely separate issue. But at the minimum, it'll rumble. Thank goodness.
Yup, it is possible.Is haptic feedback possible on a resistive touch screen? I thought it was a tech for capacitive screens.
Yup, it was confirmed to include Rumble. It's also listed as a feature on the page:
http://e3.nintendo.com/hw/#/about
Whether or not this points to haptic is an entirely separate issue. But at the minimum, it'll rumble. Thank goodness.
Sometimes I forget that it was Nintendo that brought us so many of these controller innovations. D-Pads, shoulder buttons, analog sticks, rumble functions, motion controls. They make it first, then everybody else follows the leader on it because it works and people like it.
Who knows, maybe PS4/720 whatever is gonna have a screen in the controller, too.
Same here. I also wouldn't mind less buttons or at least functions. I hate going back to a game I haven't played in a while and not know how I'm supposed to control it. :/I personally hate the stupid clicky sticks. I won't miss them if they go.