this is the exact video i wanted to see before i get the game, any who it makes sence not being able to slide up hill he talks about that as if its a mistake
this is the exact video i wanted to see before i get the game, any who it makes sence not being able to slide up hill he talks about that as if its a mistake
| cr00mz said: i've never unsterstood why developers dont follow the PC example and keep it all fixed, so when moving the move/wiimote you move the entire screen and not just the gun. |
You can do that with almost every shooter on the Wii, so I presume most shooters on Move will be able to do this as well (although I understand the Move doesn't really have a pointer as much as the Wii, it's mostly motion control...)
| -Newcloud- said: this is the exact video i wanted to see before i get the game, any who it makes sence not being able to slide up hill he talks about that as if its a mistake |
I'm sorry, but do you have problems putting things into context? In no way did he imply that. In fact, he's commending the amount of detail put into the game.
Rockstar: Announce Bully 2 already and make gamers proud!
Kojima: Come out with Project S already!
Chrizum said:
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didn't you guys watch the video at 7:30min about its calibrate setting?? just set the deadzone 0% in both height and width if you want to move the screen at the same time with the pointer goes
| cr00mz said: i've never unsterstood why developers dont follow the PC example and keep it all fixed, so when moving the move/wiimote you move the entire screen and not just the gun. |
Because the idea is that the move or wiimote will have you intuitively pointing at something to shoot in that direction. That means that you see something -say- in the top-right, point at it while the camera moves slower than your pointer and shoot, or you wouldnt' be able to point at all. You could achieve something similar to what you said by having a 0% deadzone, but you would be losing the 1:1 pointing and basically using the wiimote or move just like the right analog stick of a conventional controller.
On PCs mouse control is totally different because it's unbounded on each axis. You can move the mouse right, lift it, bring it to the left, put it down, repeat and thus keep turning to the right indefinitely, with a turning speed that maps the speed of the device. A wiimote or move is bounded because you only turn it up to a maximum angle from the central direction. This maximum angle has to provide at the same time 1) shooting towards the edge of the field of view to keep the 1:1 pointing experience and 2) turning of the camera with a speed that maps the angle/position of the controller, not its speed.
Different devices led to different setups for good reasons, basically.