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Posts: 557 | Thanked: 370 times | Joined on Apr 2010
#98
Originally Posted by Flandry View Post
It is touchy, isn't it? I thought the problem was that most joystick games i've tried are digital rather than analogy. If not, maybe it's a bug. In a truly analog game, i'd expect the deadzone to do nothing, and a slightly higher tilt to gradually turn. Did you try messing with the threshold, such as reducing it to 0?

An "acceleration" could be implemented, but i have my doubts it would get around the problem unless... maybe it would work to have a pseudo-analog mode that would oscillate the joystick events between neutral and tilt at a ratio based on the desired amplitude.
Certainly sounds like something to experiment with when you get bored :P I've absolutely no idea of the success it'd create... but it can't hurt to screw around.

To be honest I haven't played the accelerometer excessively, perhaps it takes a few hours to truly get use to it? Also I can't recall if I changed threshold or not.