Author Topic: holding the controller verticle  (Read 3651 times)

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Offline ThePerm

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holding the controller verticle
« on: November 09, 2005, 09:13:01 AM »
anybody ever play with toy action figures? I always used to hold them standing up and with thier arms use them to clobber another toy. what if there was a game that used this mechanic?  
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Offline Stimutacs Addict

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RE: holding the controller verticle
« Reply #1 on: November 09, 2005, 12:21:15 PM »
like, where you walk by moving one finger forward some and then the left finger forward a little?

aweseome, methinks... but cumbersome. Gimme a nunchuck!
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Offline nickmitch

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RE:holding the controller verticle
« Reply #2 on: November 09, 2005, 02:39:59 PM »
Would it be a game where you just ram the controller in to the TV? 'Cause that's how I played.
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Offline ThePerm

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RE: holding the controller verticle
« Reply #3 on: November 09, 2005, 02:47:26 PM »
hold two action figures and make pretend their fighting

twisting makes them punch, flipping makes them kick
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Offline ShyGuy

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RE:holding the controller verticle
« Reply #4 on: November 09, 2005, 03:46:23 PM »
SSB Revolution!!

Offline pudu

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RE:holding the controller verticle
« Reply #5 on: November 09, 2005, 08:16:58 PM »
Intersting ideas Perm.  I can remember the good ol' days making my toys perform intense action sequences lol  My main problem I keep coming back to is that there is no feedback to stop the controller against objects (as you would get with toys).  This and many many other hurdles must be tackled by devs but I'm confident that this controller will really show the men from the boys as far as developers go.  I mean really, I bet the creativity difference between Nintendo and EA games will be monumental.  EA, being the multi platform whores they are, will just release a port on the Rev and add a few rev controller functions (most likely using the standard controller shell).

Offline Mario

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RE: holding the controller verticle
« Reply #6 on: November 09, 2005, 10:03:40 PM »
Quote

My main problem I keep coming back to is that there is no feedback to stop the controller against objects (as you would get with toys).

Just hit your other hand with it.

Offline OptimusPrime

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RE: holding the controller verticle
« Reply #7 on: November 10, 2005, 02:48:32 AM »
Dude...this is like so bloody weird, I had the same idea pondering in my head like yesterday. Wouldn't work for SSB since it has actually levels you fight in, not some 2D-rope the figthers seem to magically balance on.
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Offline KDR_11k

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RE: holding the controller verticle
« Reply #8 on: November 10, 2005, 04:24:18 AM »
What is a verticle and why should a controller have one?

Offline ThePerm

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RE:holding the controller vertical
« Reply #9 on: November 10, 2005, 08:50:37 AM »
as far as feedback goes..iv read that  despite being wireless there IS rumble. so there you go
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Offline pudu

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RE:holding the controller vertical
« Reply #10 on: November 10, 2005, 01:23:59 PM »
Quote

Originally posted by: ThePerm
as far as feedback goes..iv read that  despite being wireless there IS rumble. so there you go


Sorry for being pesimistic, but rumble won't stop your hand from sending the character through walls and other characters.  There is no way for the controller to ever stop you when you have reached a collision.  The character on screen may just not move any farther but then you have to deal with the distance the controller has moved in the "dead zone", which would throw you off.  This is hard to explain for me.  I'm sure it could be done more as a general movement with the controller = a movement by the character.  I just doubt using the controller to physically move around objects as if you were moving it in the real world and have it interacting with other objects wouldn't work all that great.  Not to say I wouldn't mind being proved wrong.

Offline norebonomis

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RE: holding the controller vertical
« Reply #11 on: November 10, 2005, 02:55:18 PM »
am i the only one around here who didn't play with action figures?

oh wait i lied.... whoops.
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Offline KDR_11k

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RE: holding the controller vertical
« Reply #12 on: November 11, 2005, 01:59:34 AM »
When I move an IK target to an invalid position in Blender the IK chain will try to get as close as possible. Thecharacter's hand would do the same, try to stay as close as possible to the controller position.