The Following User Says Thank You to oldpmaguy For This Useful Post: | ||
![]() |
2010-03-06
, 04:51
|
|
Posts: 4,365 |
Thanked: 2,467 times |
Joined on Jan 2010
@ Australia Mate
|
#52
|
![]() |
2010-03-06
, 08:31
|
|
Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
|
#53
|
(If you would only allow disabling of sound in SDLMAME, we might be able to get some faster framerates and have a REAL test! 8^)
In other games, though, there was no control at all - like 1944, for example, a solid shooter, I was very much looking forward to moving about the screen with accelerometer, and just firing with a button - but no control over direction at all. Why?
(One other off-topic point while I've got your attention - any chance of touchscreen buttons in SDMAME, like VGBA has? I've finally gotten used to it and it adds huge amounts to playability and enjoyability. I'd love to see it in SDLMAME as well.)
Thanks for the accelometer app, though - I'm looking forward to putting it to use in creative, unorthodox ways.
![]() |
2010-03-06
, 17:01
|
Posts: 344 |
Thanked: 73 times |
Joined on Jan 2010
|
#54
|
![]() |
2010-03-06
, 22:34
|
|
Posts: 733 |
Thanked: 249 times |
Joined on Jan 2010
@ UK
|
#55
|
The Following User Says Thank You to Bazza For This Useful Post: | ||
![]() |
2010-03-06
, 22:56
|
Posts: 344 |
Thanked: 73 times |
Joined on Jan 2010
|
#56
|
In Ikari Warriors (my favorite arcade game, and never properly cloned due to the extra rotate-control in the joystick), the joystick behavior in SDLMAME does a weird combination of move a direction/rotate character. Basically, this is a mapping problem where the default mapping for "joystick 0" is not what you'd like it to be.
I suspect there's a way to change that within the gui, or at least in a config file.
![]() |
2010-03-06
, 23:25
|
|
Posts: 4,365 |
Thanked: 2,467 times |
Joined on Jan 2010
@ Australia Mate
|
#57
|
![]() |
2010-03-07
, 01:36
|
|
Posts: 733 |
Thanked: 249 times |
Joined on Jan 2010
@ UK
|
#58
|
I'm not sure I understand what you mean here, other than Ikari Warriors having a nonstandard joystick, which I'm familiar with.
What I meant was, shouldn't scrolling shooters be able to be controlled by accelerometer? Since they're just 8-way joysticks, right? I'm not talking about anything as fancy as an Ikari controller. Just something straightfoward like UN Squadron, a personal favorite.
![]() |
2010-03-07
, 01:37
|
Posts: 344 |
Thanked: 73 times |
Joined on Jan 2010
|
#59
|
![]() |
2010-03-07
, 01:39
|
Posts: 344 |
Thanked: 73 times |
Joined on Jan 2010
|
#60
|
Vertical or horizontal shooters are so difficult to use properly with motion control.
It is a good way to test motion control but hey you must admit it 3D shooters,driving games and marble madness would certainly benefit from motion control better than 2d shooters.
![]() |
Tags |
accelerometer, analog input, game controls, joystick, menu selection, mouse please, tilt |
|
(If you would only allow disabling of sound in SDLMAME, we might be able to get some faster framerates and have a REAL test! 8^)
In other games, though, there was no control at all - like 1944, for example, a solid shooter, I was very much looking forward to moving about the screen with accelerometer, and just firing with a button - but no control over direction at all. Why?
(One other off-topic point while I've got your attention - any chance of touchscreen buttons in SDMAME, like VGBA has? I've finally gotten used to it and it adds huge amounts to playability and enjoyability. I'd love to see it in SDLMAME as well.)
Thanks for the accelometer app, though - I'm looking forward to putting it to use in creative, unorthodox ways.
N900.... thick like computer