Can you help me with my points issue??
The first time most people play tennis on the wii they use a full motion to "swing the racket." It doesn't take long to learn that no matter how hard you swing the wiimote using the full swing they can never hit it faster than my little flick.
Throwing the bullet football in madden or the fastest pitch in the Bigs is only possible with the wiimote flick.
Doesn't it seem that the more we all get used to the wiimote the more it's really just like a two part typical console remote?
It's still more fun for me having the accelerometers and the pointer is terrific. I just think that the games need to use more subtly than they currently are using.
Either that or the first gen accelerometer controls themselves aren't that sophisticated yet.
I guess I should read this first http://www.beyond3d.com/content/news/285
Last edited by austinAlan; 10-10-2007 at 04:19 PM.
Can you help me with my points issue??
I agree with you. No matter how hard you use the wiimote to throw the boweling ball, it never goes any faster, or better.
Same with RE4, with the knife, the harder you swing the more damage it should do(to a maximem damadge)
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People are still not understanding this to this day.
Sure its fun swinging like a crazy axe murderer but, if you do swing too hard you will kill someone no doubt.
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Originally Posted by Sumn0ob
Same thing goes with the Golf on sports. If you hold the wiimote straight down in front of you, and flick it up, just as good as a full swing
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Hrmm i had no idea a flick was just as good, might have to give that a try
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Interesting. I DO notice that speed in moving the wiimote DOES effect how fast the bowling ball goes. I also notic that small twistings of you wrist or hand will affect its direction or curve also.Originally Posted by D S
What you are noticing is poor implementation of the motion sensoring by games developers! I don't think many developers really take the wii seriously enough to develope something that really showcases the possibilites of the motion controls. I see little glimpses here and there, but on the whole, the games that have been made for the wii suck in terms of controls and other things. I mean, what can you really expect from porting a game from a whole different console with half***ed tacked on controls?Originally Posted by austinAlan
Residen't evil may have been the exception, but they need to make games spacifacly designed from the ground up for the wii, with controls designed to take full advantage of it, or it will just look like a gimmic.
I kept thinking that too but I'm starting to wonder. It would be interesting to see all the wiimote motions graphed in real time. I imagine that the tracking points would be very ragged.Originally Posted by romj
Okay, bare with me here. I'm really tired but this is a topic of major interest to me.Originally Posted by austinAlan
First off, I've been toying with the Wii Remote on my computer for some time now, and can tell you that they are amazing. Not by the fact that they offer a new innovative method of game play, but knowing exactly how sensitive that they are.
You may have noticed it when you rotate the Wii Remote and seen how detailed that it rotates the finger pointer on the screen, but that is only the beginning. It is also capable of detecting every degree of motion at this level of detail except when the Wii Remote is on a table and "spun". Spin it quickly it will pick it up however slowly it has not means of detection on it's direction, other than that it's much more capable than what is currently being implemented.
Due to the complexity of being able to decipher the motion data into usable results has been a bit mind boggling (but mostly time consuming) for some of our fine developers. Nintendo predicted this and helped push AiLive's LiveMove (see video), which is a development SDK designed to simplify motion based game development by allowing motion controls to be fitting into games with almost no programming. While this SDK makes game design simple for the Wii Remote, it also numbs it down to some degree, and render's developers lazy and unable and unwilling to invest the time to dissect the controls to truly exploit it's potential.
Note: Games like Wii Sports don't seem to use AiLive's LiveMove however almost all other 3rd party games I've seen seem to. The problem with Wii Sports and able to "flick" play is the simple fact it uses the very basics of the controls, just as the sports games use just the very basics of there game elements.
It doesn't NEED to be that complicated. You can take advantage of the Wii Remote without having to completely map the motion, and the same results can be achieved using simple data compilation. I've been able to gather simplistic direction, momentum/power, and even plans to calculate more accurate speed data from the Wii Remote, in hopes of developing a possible improved control Library to be used once WiiWare becomes more public and available to Indie/Hobbyist developers like myself.Originally Posted by austinAlan
So yes, you can blame pre-mature control libraries being used currently in games. I don't expect this to remain this way. As far as my own developmental work, most everything is still on the design level aside from bits of code to see what is possible and what isn't. The Wii Remote is amazing, but it's not perfect, however a few of the possible complications may be filtered out as you might of read, development for the Wii Remote is tricky but fully capable.
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