@sketchturner Nothing that serious, but I've noticed the occasional brief audio cut-out during the elevator screens that I don't think was there before
I'd imagine that the idea was firstly for extra grip if people need it. They probably just figured they could add batteries to it too while they were adding the extra bulk anyway. Two birds with one stone.
Just to point out, spawnwave stated he didn't have any problems with his joycons previously and had the same range as his ps4 controller. After this hack, it doubled. If it was completely a hardware thing everyone would have the problem, but they don't. The majority seem to be fine, so I still think it could be a software bug.
Regardless, for those effected, I'm sure Nintendo will sort it either with software or exchange when the culprit is definitively tracked down. No need to stress.
That's not what the 'sensor' bar was for dude. It's nothing but two infra red beacons that the IR camera in the wii remote could easily distinguish. It was only for the pointer. Any actual motion sensing was done entirely within the wii remote.
What's the screen made of? And are the bits that hold it in the dock cushioned in anyway? Still trying to get a bead on whether I should bother with a screen protector for this thing...
Can't watch the video yet as I'm heading to work, but has anyone confirmed whether the screen is glass or plastic yet? Trying to decide whether to bother with a screen protector, if it's glass I probably won't need one.
Thanks for the thorough explanation! I'm curious as to how the glass ones are easier to put on without getting dust underneath? I used the standard hoya protectors for both my 3dsxl and wii u. Despite my best efforts, I still got bits of crud under them, even with Hoyas special application method.
One thing I'd like to know if anyone has been able to have a look;
Is there any rubber/padding or some sort of rollers that prevent the screen being scraped while putting it into the dock? I haven't seen a good look inside one yet. It might influence whether I bother with a protector...
If smash port does happen (and I'm hoping it will), I can totally see them adding a couple more characters and costumes like MK8. Would love a Wild Link option.
Starfox 64 3d was my first real go at a starfox. I kept getting frustrated because I kept flying/driving into things while aiming because it was linked to steering. If this new set up helps with that I'm all for it. Plus It'll be good to try this sort of game with a larger controller. I found playing while gripping my 3ds xl to be quite awkward and painful for my big man hands.
@cleveland124 And I didn't say there weren't negatives. I don't blame people that genuinely don't get on with something either (like me and stick aiming for instance). Like I said, I was too general in my first post but there is definitely an element that hates change without a good reason. For instance, I always scoffed at some devs excuses saying the device wasn't good enough and people saying controls don't work full stop because it only takes one game to prove them wrong and I have a shelf full. A number of which have already been listed above.
I don't think motion is suited to everything (fighters for instance, that's a no go), But there are some areas where it can, inarguably, add to the experience (sports, swords, aiming etc). As we have both said, options are the best way. But the fact that ideas with potential get killed off under pressure to conform is worrying for the future of the industry to me.
The starfox thing is completely optional. There is no negative to it's existence. None. Yet there's been uproar from those camps. Just because it might allow more people to enjoy the game than could before.
A sapling cannot become a tree unless it is given room to grow. Things might not be perfect all the time but accepting that, registering what works and what doesn't then allowing room and time to improve only helps achieve that potential.
I generalised a bit, but you can't tell me that some parts of the industry/ community don't actively try to squash stuff that threatens introduce something new or bring in new audiences. I don't just mean motion controls either. The fallout from the scalable difficulty in starfox is testament to that.
It's like like a kid sitting in an old sand pit not allowing any new sand to be put in or any other kids to come play. Maybe I'm just getting old and jaded but seeing this mentality develop over the past few years has made me very disillusioned with the gaming world recently.
I'm all for options, btw. I just don't like seeing ideas cut off in when they have so much potential.
Definately a mistake. The wiimote concept had room to evolve, and I was looking forward to future developments. I really miss the flexibility. Playing TPHD, hammering a button feels awkward and constrained. Especially after Skyward Sword. Unfortunately the industry and a large portion of the gaming community is pretty toxic to new ideas, I've always been frustrated seeing anything trying to do something different get shouted down by both. I feel like Nintendo was forced back into old fashioned controllers and it's a damn shame. I'm definitely not as engaged in games these days and I think that's down to the controls.
I've never really understood the 'basic' waggle hate. Any game where you the Wii remote was only 'waggled' is where you would only be mashing a single button anyway. The one difference being that the 'waggle' allowed the opportunity to be more engaging. You can 'waggle' through the original wii tennis, but it's a lot more fun when you swing your arm as if you were holding a racket. Personally, with TP on wii, I quickly found myself swinging in time with links animation rather than waggling. It wasn't the excellent 1-1 of Skyward Sword, but it still felt great and I really miss that with the HD version. Mashing the button just isn't the same.
Oh, and the wiimote aiming (pointer or m+) was sublime. I badly miss that. Stick aiming sucks and tilting the gamepad feels quite awkward in comparison.
I was beginning to think there was something wrong with my copy or console. Glad I'm not the only one with an erratic frame rate. It's not unplayable, but it's noticeable enough to detract from the experience. I found it a bit disappointing after Lego Marvel, which seems smoother. It's still fun though. And yeah, the frame rate takes a hit if you split into coop on the game pad. Strangely, it's not as bad if it's splitting the big screen.
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Re: Metroid Prime 4: Beyond Will Be A Cross-Gen Title For Switch 2
Thankfully, not in a way that makes me regret sticking with the Switch 1 version. I won't have spare money for the new console for a while.
Re: Metroid Dread Version 1.0.2 Is Now Available, Here Are The Full Patch Notes
Anyone seen if this fixes the audio blip during the elevator/transport loading screens that turned up after 1.0.1?
Re: Nintendo's First Patch For Metroid Dread Is Now Available, Here's What's Included
@sketchturner
Nothing that serious, but I've noticed the occasional brief audio cut-out during the elevator screens that I don't think was there before
Re: Nintendo Using Costly Air Freight To Meet Demand For Switch Faster
https://www.youtube.com/watch?v=GGU1P6lBW6Q
Re: Preorders Are Open For The New Figma Metroid Prime 3: Corruption Samus Aran
Re: New Splatoon, Legend of Zelda and Super Smash Bros. amiibo Announced
Totally getting skyward link! ^_^
Re: Behold The Bulky Joy-Con AA Battery Pack
I'd imagine that the idea was firstly for extra grip if people need it. They probably just figured they could add batteries to it too while they were adding the extra bulk anyway. Two birds with one stone.
Re: Nintendo Switch's Joy-Con Disconnection Woes Could Be Hardware-Related
Just to point out, spawnwave stated he didn't have any problems with his joycons previously and had the same range as his ps4 controller. After this hack, it doubled.
If it was completely a hardware thing everyone would have the problem, but they don't. The majority seem to be fine, so I still think it could be a software bug.
Regardless, for those effected, I'm sure Nintendo will sort it either with software or exchange when the culprit is definitively tracked down. No need to stress.
Re: Digital Foundry and Eurogamer Break Down the Left Joy-Con Disconnect Issue
@Nintendoforlife
That's not what the 'sensor' bar was for dude. It's nothing but two infra red beacons that the IR camera in the wii remote could easily distinguish. It was only for the pointer. Any actual motion sensing was done entirely within the wii remote.
Re: Video: You Are Cordially Invited To The Nintendo Switch Unboxing Ceremony
What's the screen made of? And are the bits that hold it in the dock cushioned in anyway? Still trying to get a bead on whether I should bother with a screen protector for this thing...
Re: Video: Nintendo Switch User Interface Shown Off In Leaked Footage
Can't watch the video yet as I'm heading to work, but has anyone confirmed whether the screen is glass or plastic yet? Trying to decide whether to bother with a screen protector, if it's glass I probably won't need one.
Re: Hori Range of Nintendo Switch Accessories, Including LAN Adapter, Arrives on Amazon UK
@samuelvictor
Thanks for the thorough explanation!
I'm curious as to how the glass ones are easier to put on without getting dust underneath?
I used the standard hoya protectors for both my 3dsxl and wii u. Despite my best efforts, I still got bits of crud under them, even with Hoyas special application method.
Re: Hori Range of Nintendo Switch Accessories, Including LAN Adapter, Arrives on Amazon UK
Not sure I fully understand the difference between the two screen protectors. "Triple layered and brushed"...wha?
Re: Gallery: Micro SD Card Slot Shown Off In Ridiculously Close-Up Nintendo Switch Photos
One thing I'd like to know if anyone has been able to have a look;
Is there any rubber/padding or some sort of rollers that prevent the screen being scraped while putting it into the dock? I haven't seen a good look inside one yet. It might influence whether I bother with a protector...
Re: Rumour: A New CPSIA Listing Implies More Smash Bros. amiibo Are Coming
If smash port does happen (and I'm hoping it will), I can totally see them adding a couple more characters and costumes like MK8. Would love a Wild Link option.
Re: Soapbox: No, Star Fox Zero's Controls Are not Bad or Broken
Starfox 64 3d was my first real go at a starfox. I kept getting frustrated because I kept flying/driving into things while aiming because it was linked to steering. If this new set up helps with that I'm all for it. Plus It'll be good to try this sort of game with a larger controller. I found playing while gripping my 3ds xl to be quite awkward and painful for my big man hands.
Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote
@cleveland124
And I didn't say there weren't negatives. I don't blame people that genuinely don't get on with something either (like me and stick aiming for instance). Like I said, I was too general in my first post but there is definitely an element that hates change without a good reason. For instance, I always scoffed at some devs excuses saying the device wasn't good enough and people saying controls don't work full stop because it only takes one game to prove them wrong and I have a shelf full. A number of which have already been listed above.
I don't think motion is suited to everything (fighters for instance, that's a no go), But there are some areas where it can, inarguably, add to the experience (sports, swords, aiming etc). As we have both said, options are the best way. But the fact that ideas with potential get killed off under pressure to conform is worrying for the future of the industry to me.
The starfox thing is completely optional. There is no negative to it's existence. None. Yet there's been uproar from those camps. Just because it might allow more people to enjoy the game than could before.
Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote
@cleveland124
And what about all the real positives?
A sapling cannot become a tree unless it is given room to grow.
Things might not be perfect all the time but accepting that, registering what works and what doesn't then allowing room and time to improve only helps achieve that potential.
I generalised a bit, but you can't tell me that some parts of the industry/ community don't actively try to squash stuff that threatens introduce something new or bring in new audiences. I don't just mean motion controls either. The fallout from the scalable difficulty in starfox is testament to that.
It's like like a kid sitting in an old sand pit not allowing any new sand to be put in or any other kids to come play. Maybe I'm just getting old and jaded but seeing this mentality develop over the past few years has made me very disillusioned with the gaming world recently.
I'm all for options, btw. I just don't like seeing ideas cut off in when they have so much potential.
Re: Soapbox: Nintendo Was Wrong To Turn Its Back On The Wii Remote
Definately a mistake. The wiimote concept had room to evolve, and I was looking forward to future developments. I really miss the flexibility. Playing TPHD, hammering a button feels awkward and constrained. Especially after Skyward Sword. Unfortunately the industry and a large portion of the gaming community is pretty toxic to new ideas, I've always been frustrated seeing anything trying to do something different get shouted down by both. I feel like Nintendo was forced back into old fashioned controllers and it's a damn shame. I'm definitely not as engaged in games these days and I think that's down to the controls.
I've never really understood the 'basic' waggle hate. Any game where you the Wii remote was only 'waggled' is where you would only be mashing a single button anyway. The one difference being that the 'waggle' allowed the opportunity to be more engaging. You can 'waggle' through the original wii tennis, but it's a lot more fun when you swing your arm as if you were holding a racket. Personally, with TP on wii, I quickly found myself swinging in time with links animation rather than waggling. It wasn't the excellent 1-1 of Skyward Sword, but it still felt great and I really miss that with the HD version. Mashing the button just isn't the same.
Oh, and the wiimote aiming (pointer or m+) was sublime. I badly miss that. Stick aiming sucks and tilting the gamepad feels quite awkward in comparison.
Re: Review: LEGO Jurassic World (Wii U)
I was beginning to think there was something wrong with my copy or console. Glad I'm not the only one with an erratic frame rate. It's not unplayable, but it's noticeable enough to detract from the experience. I found it a bit disappointing after Lego Marvel, which seems smoother. It's still fun though. And yeah, the frame rate takes a hit if you split into coop on the game pad. Strangely, it's not as bad if it's splitting the big screen.