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Sensor control: new ways to play old games?
Gray_Area:
I don't think it's very playable, but people are going to play whatever games on whatever hardware, so.....
AndroidNoodle:
--- Quote from: Gray_Area on February 28, 2012, 08:11:32 pm ---I don't think it's very playable, but people are going to play whatever games on whatever hardware, so.....
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You can think that, or you could actually try it out. Awww. I guess what you saying is that you do not care, but why would that be is completely unclear. Do you not care about mobile gaming? Maybe you think arcade games should not be played on mobile phones as it is not "authentic"? Perhaps you'd rather play with virtual pad, or maybe you prefer Market games like Fruit Ninja and Angry Birds? What is your comment really about, please?
Some games are playable like they were made for it. With some games it's really intuitive, feels smooth, responsive and precise (with practice). I tried to play Road Runner which seemed impossible after trying it for the first 10 minutes, but I kept practicing and after 30 more minutes I could almost past the first stage, and I had fun, bit of a struggle and sweating, but to me it was fun. There is a slight "physical" kind feeling you get while playing like this, kind of what you get when playing mechanical pinball, it immerses you in the game and gets you more involved, I guess that's what makes it fun even for the games where it does not quite fit.
Moon Patrol plays beautifully, I could pass several stages with the first life I played like that. It only needs left-fight, so you can try it yourself with MAME4droind from the Market. If that does not tickle your fancy then what in the world does, what do you play on your mobile and how?
RandyT:
--- Quote from: AndroidNoodle on February 28, 2012, 02:03:50 pm ---....horizontal axis support was already there, but no one seem to have realized there is more to sensor input, much more. None of the emulators actually support it, and playing with virtual pad completely sucks, right?
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Just got my first Android phone (played with a nice Android tablet a bit before that), and I disagree with your conclusion that no-one realized it was there. Heck, one of the games pre-installed on the phone was a labyrinth game which makes extensive use of the sensor, and it works very well for that type of game. There was also a driving game that I don't enjoy playing, simply due to the awkward control scheme. If the tilt scheme wasn't used by a developer, it was more likely ignored, being seen as not worth the effort to include.
The control offered by the sensor is imprecise in this application (practice or not) and the majority of games will just be frustrating to control. That may be fun for some, and I wish them well if they enjoy playing that way, but I'm not in that crowd. Still, probably better to have the option than not, so folks can decide that for themselves.
AndroidNoodle:
--- Quote from: RandyT on February 29, 2012, 12:13:23 pm ---
--- Quote from: AndroidNoodle on February 28, 2012, 02:03:50 pm ---....horizontal axis support was already there, but no one seem to have realized there is more to sensor input, much more. None of the emulators actually support it, and playing with virtual pad completely sucks, right?
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Just got my first Android phone (played with a nice Android tablet a bit before that), and I disagree with your conclusion that no-one realized it was there. Heck, one of the games pre-installed on the phone was a labyrinth game which makes extensive use of the sensor, and it works very well for that type of game. There was also a driving game that I don't enjoy playing, simply due to the awkward control scheme. If the tilt scheme wasn't used by a developer, it was more likely ignored, being seen as not worth the effort to include.
The control offered by the sensor is imprecise in this application (practice or not) and the majority of games will just be frustrating to control. That may be fun for some, and I wish them well if they enjoy playing that way, but I'm not in that crowd. Still, probably better to have the option than not, so folks can decide that for themselves.
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I am not talking about crappy Android apps, delete, delete! I was talking about all the other EMULATORS, that either do not support sensor input at all, or even perhaps more aggravating they support only left-right, what the...?
So, you tried some crappy Android app and will not even try anything else, ugghh. Do yourself a favor and try Moon Patrol or something on MAME4droid, not crappy Market apps, before you make your opinion. But then, you are the guy who is happy controlling games via USB, when you could have lag-free interface via parallel port, so I don't think you are competent enough to judge the wizardry involved in controlling arcade games. Just kidding, you're all right, I like you better than the other guy. Now, please do a few Moon Patrol rounds and report back if you changed your mind, ok?
Although, you'd really have to try it with Star Wars or Gyruss to truly appreciate how well it fits. I did it only for the Star Wars, and it's on my great surprise that many other games could be played like that as well, games like Amidar, Crush Roller, Bagman, Elevator Action, Commando, Time Pilot, Ghosts'n Goblins, even Missile Command... and I haven't yet tried Marble Madness and many other games that could fit it very well. Alternatively, you can always play Angry Birds and Fruit Ninja. Just don't forget, whatever it is, practice makes it perfect.
RandyT:
--- Quote from: AndroidNoodle on February 29, 2012, 12:52:25 pm ---I am not talking about crappy Android apps, delete, delete! I was talking about all the other EMULATORS, that either do not support sensor input at all, or even perhaps more aggravating they support only left-right, what the...?
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So was I. If I were developing an emulator, I don't know that I would bother with the tilt sensor either. Just my opinion.
--- Quote ---So, you tried some crappy Android app and will not even try anything else, ugghh. Do yourself a favor and try Moon Patrol or something on MAME4droid, not crappy Market apps, before you make your opinion. But then, you are the guy who is happy controlling games via USB, when you could have lag-free interface via parallel port, so I don't think you are competent enough to judge the wizardry involved in controlling arcade games. Just kidding, you're all right, I like you better than the other guy. Now, please do a few Moon Patrol rounds and report back if you changed your mind, ok?
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Heh. So the extremely fast response time of USB is not good enough for you, but the net effect of playing a game with a "wet noodle" as a joystick is? A little consistency goes a long way in the credibility department ;). Like I said, some folks may find it enjoyable playing a game as well as they are able, being severely hampered by the control, just not me.
--- Quote ---Although, you'd really have to try it with Star Wars or Gyruss to truly appreciate how well it fits. I did it only for the Star Wars, and it's on my great surprise that many other games could be played like that as well, games like Amidar, Crush Roller, Bagman, Elevator Action, Commando, Time Pilot, Ghosts'n Goblins, even Missile Command... and I haven't yet tried Marble Madness and many other games that could fit it very well. Alternatively, you can always play Angry Birds and Fruit Ninja. Just don't forget, whatever it is, practice makes it perfect.
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It is a good option to have for analog controls, but honestly, some of those games, like star wars, would probably be better if you could use the touch screen instead. As for the others, feel free to post a video or three showing how great they play with this method. You have the practice already (I'm assuming), show folks how well it can be done :).