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Messages - dubnobasswithmyheadman

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TalkBack / RE:Virtual Console Mondays: August 20, 2007
« on: August 21, 2007, 05:22:46 AM »
Quote

Originally posted by: Smoke39
Super Metroid's controls are fully configurable. :D


Sweet, thanks man. I'm downloading this when I get home.

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TalkBack / RE: Virtual Console Mondays: August 20, 2007
« on: August 21, 2007, 04:06:37 AM »
How does Super Metroid play on the gamecube controller? Are any of the button combos awkward to press? I totally want to buy Super Metroid because I missed out on it back in the day. But i refuse to buy a classic controller just because Nintendo won't put button mapping configs in their emulator.

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Nintendo Gaming / RE:"Is the TV you are watching now a wide screen TV?"
« on: August 20, 2007, 12:38:58 PM »
I made a joking comment about liking to break HTML tables. Seriously, I did not know that was gonna happen when I registered this name. I might just have to create a new user to avoid this kind of backlash.  

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Nintendo Gaming / RE: "Is the TV you are watching now a wide screen TV?"
« on: August 19, 2007, 05:53:43 PM »
Good points, but the response for "yes" still seems higher than I thought. Too bad we can't see the raw number of responses.

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Nintendo Gaming / RE: "Is the TV you are watching now a wide screen TV?"
« on: August 19, 2007, 04:08:19 PM »
And reported you have been. If I see anymore of this garbage from you, I don't think I need to tell you what's going to happen.


- The Management

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Nintendo Gaming / "Is the TV you are watching now a wide screen TV?"
« on: August 19, 2007, 03:55:51 PM »
Does anybody else think the recent poll result on Everybody Votes channel is interesting?

48.8 percent voted "Yes", 51.2 percent voted "No, it's different".

Since "wide screen" is basically synonymous with "HDTV", it seems that Nintendo vastly underestimated the adoption of HD...

Also, is this an example of Nintendo using Everybody Votes channel for market research?

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TalkBack / RE: Guitar Hero in Development for DS
« on: August 15, 2007, 09:23:13 AM »
Why is Red Octane talking about Guitar Hero? I thought Activision owned it now ...

EDIT: Nevermind. I didn't realize that Activision actually bought Red Octane itself.  I thought they only purchased the Guitar Hero franchise from them.

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TalkBack / RE:Guitar Hero Could See More Peripherals
« on: August 02, 2007, 06:07:33 AM »

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TalkBack / RE: REVIEWS: Resident Evil 4: Wii Edition
« on: July 18, 2007, 10:40:18 AM »
I wish you could swap the A and B buttons ... it feels awkward to take aim with B and fire with A

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TalkBack / RE: IMPRESSIONS: Metroid Prime 3: Corruption
« on: July 16, 2007, 12:19:47 PM »
I hope there is a lot of voice acting and interaction at the beginning, but then Samus takes off to a totally deserted/isolated place with no communication at all. That dichotomy would be really effective. It would simultaneously push the series in a new direction and go back to the roots. Wishful thinking?

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TalkBack / RE: IMPRESSIONS: Wii Zapper
« on: July 12, 2007, 05:51:15 AM »
It should have been shaped like a real shotgun with only one handle. Putting your free hand on the "barrel" of the gun would allow you to press the buttons on the wii remote even while it's snapped in. And if they wanted to include two triggers, as you see with this model, they could just put two triggers on the single handle of the shotgun. They should be using virtual buttons instead of mechanically pressing the B trigger.

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Nintendo Gaming / RE:Guitar Hero coming to Wii?
« on: February 09, 2007, 09:05:34 AM »
I'd be pissed if there's a pocket, strap, or any kind of cord involved... The Wii remote would have to plug in flush to the surface of the guitar for me to be happy.

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Nintendo Gaming / RE:Guitar Hero coming to Wii?
« on: February 09, 2007, 08:57:10 AM »
Quote

Originally posted by: Professional 666
It took a while for Ubisoft to up-port RE4 to PC.

I expect the new Guitar to have a little slot/groove that the Remote will plug into, or some pocket to store the remote and you attach a plug to the bottom.



I only see one problem with that approach... you need to use the remote to point at Disc Channel to start up the game. So we'd have to continuously be connecting/disconnecting the guitar each time we wanted to play.

That would be perfectly acceptable to me, but i'm not sure how Activision feels about it. Makes me wonder if the guitar will just be it's own bluetooth device.

Or would the remote plug into the very top of the guitar's neck? Then you could use the guitar like a gun to point at the Disc Channel, or to point at other things in the game itself. That would almost be cool... except, you know... it would be stupid.

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TalkBack / RE:SPECIALS: Virtual Console Mondays: GameCube Edition
« on: February 01, 2007, 11:54:13 AM »
Does Mega Man X Collection have screwy controls like the Mega Man Collection?

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Nintendo Gaming / RE:FPS programmers lazy?
« on: January 29, 2007, 08:55:24 AM »
Quote

Originally posted by: couchmonkey
I actually find tilt steering just as good or better than the analog sticks...it's not more precise, but it gives me precision without having to perform such fine manipulations with my thumb.

But pointing is definitely more precise and I'd definitely go with that for FPS.  They just need to get the turning right.  It'll come in time...just as graphics get fine-tuned on traditional consoles, the controls will be fine-tuned on Wii.


What I had in mind (when i made the original post) was actually a hybrid approach. Use the pointer as long as the remote is pointed at the screen, but keep track of the tilt at the same time. Then if the pointer goes out of view, use the tilt as the primary control, to keep the player at least somewhat in control.

I'm sure you could optimize the transition from off-screen to on-screen by using some sort of average between the two methods. When you're near the edge of the screen, the crosshair position could be an average between the pointer position and the tilt.

Finally, when the pointer is near the center of the screen, the game should recalibrate the current tilt value as the neautral position. This is just in case the tilt can become skewed over time.

My entire motivation was to eliminate the wackyness that happens when you lose line of sight to the sensor bar. It's the most immersion-killing part of the Wii in my opinion. Just when you really get into a game, that's when you start making more exaggerated movements... and then you get nailed with this bug. So that's why i'm trying to think of solutions for it...

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Nintendo Gaming / RE:FPS programmers lazy?
« on: January 27, 2007, 12:29:56 PM »
BlkPaladin: I'm sure they could implement some stabilization algorithm like "mouse smoothing" in PC games. Also, i don't think the input would need to be processed. Tilt control wouldn't be any different than tilting an analog stick.

Crimm: No need to determine position of the controller in my scenario. Just how much the controller has tilted from the neutral position. The neutral position can be determined by the sensor bar.

Kairon: No need for detecting acceleration in my scenario either. I bet the tilt sensor can keep up to speed with human movement. Look at Kororinpa for an example. I've heard it's very responsive.

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Nintendo Gaming / FPS programmers lazy?
« on: January 27, 2007, 08:54:54 AM »
OK, by now we're all familiar with the bounding box control scheme (Red Steel, etc). And we all know what the biggest problem with it is. Move the controller too far, you lose sight of the sensor bar, you lose control of your character.

My question is this: why not use the tilt sensor to control movement instead? You could turn outside of the sensor bar's range with no problems.

I realize that it would need calibration. In other words, the game needs to know which tilt position is neutral (aiming at the screen). That's where the pointer comes in. The game already KNOWS when you're pointing at the screen, and it could use this opportunity to recalibrate the tilt sensor.

A combined tilt/pointer approach could be the magic formula. Without the tilt sensor, we get bounding box problems. Without the pointer, the tilt sensor would be lacking calibration.

So, we should use them together to make up for their individual shortcomings.

What do you guys think? Could it work?

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