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Forums - Nintendo - AiLive introduces new Wiimote dev tool

Seems suspicious.

...and why is this on PS3NEWS.com



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I haven't seen anything suspicious about them. Here is a video that was posted a year ago on gametrailers that shows AiLive in action its pretty neat. For example that recognition of drawing numbers in the air that they talk about on the site is featured in the video and they even have a game that they play it with where you draw the number and it fires missiles at the baloons. Imo a little more work and few things added and those guys would already have a fun game set up for a few bucks on WiiWare.

http://www.gametrailers.com/player/14028.html



Now Playing : Links Crossbow Training(Wii), Super Mario Galaxy(Wii) FE: Path of Radiance(GC)

I always thought that 1:1 controls on the Wii would be tough to implement due to lag. Maybe with this new dev tool we may finally get a solid sword fighting game :D. And yes i like sword fighting. Period.



Deep into the darkness pearing

Long i stood there

Wondering

Fearing

Doubting. 

pity this technology wasn't available from the start.



true I just hope it shows up in games still in development for early 08



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Sounds good. Lets hope it actually is what they say and can implement it well and quickly. ^^



Smash Bros: 2363-5325-6342 

You know you've heard the portal credits song to many times when you read that title thread and think:

Still Ailive...
Still Ailive.

..and my comment On Topic is:
Any improvement on motion control and getting rid of lag can only be a good thing while making it even easier for developers to create great games for the wii.



"..just keep on trying 'till you run out of cake"

Less lag is nice, but this doesn't sound much different from the original LiveMove. Watch the video Zom posted to get an idea of what that was all about.

My problem with this software is that it's taking us down the wrong road, further into the territory of gestures directly replacing buttons.

The way Wii games should work is like this: 1) read player movements, 2) translate player movements into character movements, 3) read character movements, 4) translate character movements into "actions." So, for instance, if you're swinging a sword or a tennis racket, you swing the remote, that swing is translated in real-time into the game, and the game determines if it connects with the ball/person. One implementation of this is 1:1 motion, but in a more general sense it just means procedurally generated animation based on motion inputs, which isn't necessarily 1:1. For instance, maybe you control a 6-armed robot this way, and your motions are translated directly into actions, but not 1:1 actions.

Instead, this is how Wii games actually work, and how they work when created with LiveMove: 1) read player movements, 2) translate movement into nearest action, e.g. "swing B." There are a number of problems with this. First, it requires you to finish your motion before it can be read. Think Zelda: TP: you swing your sword, but it waits for your swing to travel a certain distance before it registers it and makes Link swing. This adds a fundamental kind of lag to the system that can't be overcome just with more efficient coding. Second, it leads Wii games down the path of stagnation. You're just replacing button presses directly with gestures. You're not doing anything with motion controls that you couldn't have done without them. It's a gimmick in every way.

Hardly any games so far have gone the superior first route, because it's harder. It's definitely showing in the poor quality of Wii games, and I haven't seen much light on the horizon.

A couple games are on the right path, though. The most obvious are probably Wii Sports Bowling and Tennis. While they don't translate motion inputs directly the way I'd like, they at least use motion controls to accomplish things that can't be done otherwise. A single swing in Wii Tennis sends information on hand, power, pitch, and direction. Bowling is similar. And there's lots of room for improvement: Tennis, for instance, doesn't let you control which side of the body you hold your racket on. It wouldn't be that hard to improve on games like this if someone would just take up the challenge.

But LiveMove isn't the way to do it, in my opinion. It's a dead end.



Onimusha12 said:
pity this technology wasn't available from the start.

This is an improvement, a new version of the tool. Nintendo has "offered" older iterations of this tool in partnership with the company for quite a while now.

If you search the forums you'll quickly find out how long back do posts about this go.



Reality has a Nintendo bias.

i agree with borkachev to a degree. doing things the way you want, borkachev, is definitely where most of the motion controls in games need to be headed. but there are some games where gestures are good to use and they don't take away from the gameplay at all and are much easier to do than actually tracking exactly what motions the wiimote is doing. however most games and most individual controls in each game would greatly improve with the use of true motion capturing rather than just the gesture system. wii boxing is one example where the gestures don't work all that well and so that had by far the worst controls of wii sports. the boxing game is awesome and so much fun, but the controls were the worst. if the punches themselves hadn't been gesture-based and the punches just followed how you moved that woulda been awesome. also brings in to play the gamer being able to control how hard and fast he punches.

so this is good and bad i'd say. it improves on a technique for motion controls that is used mostly right now so it'll make it better. however its an inferior form of motion controls compared to the goal of 1 to 1 controls. so while making it easier to advance controls in the gesture system it does more firmly plant the gesture based controls as the way to go which moves away from the goal of 1 to 1 which would be better in most circumstances, but not all (think of being a QB in a football game, you don't want your throw to exactly mimic your motion cuz it'd be insanely hard to throw where you want to, all you need is to have it recognize the motion and measure your speed to know how hard to throw).

we don't really know how hard it is to get 1 to 1 controls, if it is really hard to get working correctly then for some development studios having really in depth gestures that are easy to develop is better than trying to do 1 to 1 and not having it work well. for example the controls in zelda are tacked on pretty terribly. in comparison, sword play could be way better in a future sword fighting game if it has an 8-way sword slash using gestures as you swing your wiimote in the 8 different directions. also a stab could be gestured. that system, combined with AI that operates with similar slashes and recognizes how you are attacking and tries to block it by doing the opposite slash would make amazing sword fights without being 1 to 1. so i suppose it'll help make impovements for developers who can't get 1 to 1 to work. but gestures are only needed in a few situations while actual real-time tracking of the wiimote and translating that into the same action in the game is what they should be striving for.



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