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Topics - dubnobasswithmyheadman

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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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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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