Not-clickable sliders, an issue?
#1
Posted 09 October 2011 - 10:19 AM
(btw this is my first new topic and i have read the rules before posting and have also searched using the search box many times for a previous post that has already covered this and didnt find anything, sorry if i have somehow missed a previous post that already dealt with this)
#2
Posted 09 October 2011 - 10:29 AM
#3
Posted 09 October 2011 - 10:30 AM
#4
Posted 09 October 2011 - 10:30 AM
If I'm correct, Sprinting was handled by pressing a button and runningThe Classic Controller and Nunchuck's analog sticks aren't clickable. How was sprinting in shooters handled on them?
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#5
Posted 09 October 2011 - 10:47 AM
Edited by Andy, 09 October 2011 - 10:51 AM.
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#6
Posted 09 October 2011 - 03:37 PM
Give me a list of controls in CoD on a console, and I'll give you a list for a Wii U Tablet.
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#7
Posted 10 October 2011 - 08:11 AM
#8
Posted 10 October 2011 - 09:50 AM
#9
Posted 11 October 2011 - 09:08 AM
Edited by Nintendo.fan, 11 October 2011 - 09:09 AM.
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#10
Posted 11 October 2011 - 03:35 PM
Example - Call of Duty: Black Ops
Circle Stick 1: Forward/Back/Strafe
Circle Stick 2: Camera Control
L (That's the one at the very back): Aim
R: Shoot
ZL (On top): Primary Grenade
ZR: Secondary Grenade
Y: Reload
A: Action/Hold to run (Same as Wii Remote)
B: Pickup Weapon
X: Swap Weapon
D-Pad: Killstreaks/Equipment/Attachments
-: Scoreboard
+: Game Menu
Home: Wii U Menu
Swishing remote around like a madman: SLAAAAAAASH!
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#11
Posted 08 January 2012 - 09:08 AM
#12
Posted 08 January 2012 - 11:47 AM
if thats the run button how would you throw grenades or tactical grenades a Aim down the sight. Or choose equipment, or in some games pick killstreaksdefinitely not. The buttons to the equipment will be subistituted by the touchscrenn so now there will be more buttons. The buttons without assignment have the same assignment that the normal game.
#13
Posted 08 January 2012 - 04:31 PM
Here's the way I see it:
Example - Call of Duty: Black Ops
Circle Stick 1: Forward/Back/Strafe
Circle Stick 2: Camera Control
L (That's the one at the very back): Aim
R: Shoot
ZL (On top): Primary Grenade
ZR: Secondary Grenade
Y: Reload
A: Action/Hold to run (Same as Wii Remote)
B: Pickup Weapon
X: Swap Weapon
D-Pad: Killstreaks/Equipment/Attachments
-: Scoreboard
+: Game Menu
Home: Wii U Menu
Swishing remote around like a madman: SLAAAAAAASH!
this is the best and probably most likely option
#15
Posted 09 January 2012 - 01:26 AM
Remember, the Wii U will likely be able to play all Wii U games on the tablet screen alone. Now, I don't believe it will be a necessity (unlike the Wii where every game had to be Wii Remote usable), because Nintendo have said they want devs to feel flexible in what they do for the system.
That's why I haven't listed the touchscreen as any function for that CoD example. The screen will always display the same HUD values of that in other versions, minus controller specific tooltips.
While yes, the touchscreen can extend the button input versatility of a consoles makeup, developers need to understand that they can't just add everything to the touchscreen without thinking about it.
The only other thing I can think of that also works in that CoD example (in a way so that it doesn't compromise on HUD values, but so they don't have to do a motion gesture to knife) is to make that touchscreen a single function, in this case knifing. No matter where you'd touch that screen, it will knife, and so you can play the game separate from the TV, still have all functions and not have the HUD values disrupted
But even if you did this, you'd have to let go of the controller with a hand to touch the screen with your finger. That doesn't seem like the thing I would do, so the only other thing I can think of, without letting go, is to touch the screen with my runy, dribbly nose/chin. Not very practical, or hygienic, so motion gesture it probably will be.
I hope, for the sake of this system, that everyone doesn't go assuming that the touchscreen replaces all buttons. After all, simple is effective.
Edited by Auzzie Wingman, 09 January 2012 - 01:28 AM.
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#16
Posted 09 January 2012 - 05:45 PM
Hopefully Nintendo takes that into consideration for e3 2012.
I actually had an idea to correct this while keeping the slide pads, where its more of a slide stick
Wii U Slider Stick.bmp 752.12K 400 downloads
EDIT: Sorry about my amateur(I think thats how you spell it?) drawing, i made it in paint
Edited by Heyheyharold, 09 January 2012 - 05:49 PM.
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#17
Posted 09 January 2012 - 05:56 PM
#18
Posted 09 January 2012 - 06:04 PM
#19
Posted 09 January 2012 - 06:11 PM
I don't really see the non-clickableness of the slide pads to be a problem. Mostly because I've never had a system that had clickable analog sticks.
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#20
Posted 09 January 2012 - 06:14 PM
Why do you have the idea as me.Two words, Circle Pads. The fact that they don't click like L3 or R3, or LS and RS is going to make it harder for developers to work with the controls. And before you start spazzing out about the touch screen, yes i know, BUT if you are into the game so much like a call of duty multiplayer, then you dont want to take your hands off of the primary controls to just to tap something on the touch screen.
Hopefully Nintendo takes that into consideration for e3 2012.
I actually had an idea to correct this while keeping the slide pads, where its more of a slide stick
Wii U Slider Stick.bmp 752.12K 400 downloads
EDIT: Sorry about my amateur(I think thats how you spell it?) drawing, i made it in paint
Edited by Caius, 09 January 2012 - 06:15 PM.
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Also tagged with one or more of these keywords: clickable, sliders, analogue sticks, sprint, first person shooters
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