Yes, I mentioned that. Look at the PSEye's video feed in the device settings and it looks great, whereas in EyeCreate it's a mess. How does it compare in other Move games with embedded live feed?
You can already do that, it uploads the same as pictures off your mobile/camera except it goes under video instead of pictures.
Funny coincidence. The first thing I drew was a snail. The spiral came out almost by accident when I started playing with it, so instead of erasing and starting something new, I drew a whole snail.
Funny coincidence. The first thing I drew was a snail. The spiral came out almost by accident when I started playing with it, so instead of erasing and starting something new, I drew a whole snail.
Player rotation - 70
Player pitch - 30
Gesture sensitivity - 100 (you need to thrust the Move forward to perform knife attack - don't worry this wont cause unintentional knifing)
Scope sensitivity - 100
Normal play - 60 / 40 / 80
Fixed iron sights - OFF (If you have this to On you are doing it wrong)
Iron sights - 0 / 10 / 40
ProStroke Golf Demo on the store today in EU (presume US as well)
A rather "technical" review of Lights Out from iWaggle:
Why is there no transparency in The Fight or, alternatively, a first person view?
First person is tricky but interesting, and we hope to return to it in the future, but it will require a lot of time and research to get right. Unfortunately it's one of those things that's great in theory but less great in practice, and personally I don't think it has ever been done well. There's a lot of issues that people might not think about, such as motion sickness. It's not a FPS with some mild head bobbing, you're ducking, dodging, weaving, spinning, getting hit and sometimes falling. So a straight up first person view is simply not a viable option, and creating a hybrid solution is a beast. Also, most animations tend to look kind of weird when viewed from a first person perspective, so many exclusively first person games tweak the animations to look good from that angle only. We can't do that, since the game uses YOUR real life actions, and it has to look good in third person as well (since we have split screen and online play).
Regarding transparency, we discussed having it as an option. But we run at 60fps, and making the character see-through would have had a negative effect on that, especially as we have to retain our framerate in both split screen and in 3D modes. Covering the screen with a big semi-transparent object will also cause a lot of sorting issues, since we have lots of other transparent things in the scene, such as light streaks. Also, because blocking is (mostly) automatic, as long as you keep your guard up, it didn't affect gameplay that much when the opponent got obscured, so frame rate was a higher priority. 60fps is pretty much a requirement for a game this fast paced to work. However, we're constantly looking at further optimisations, so who knows what the future holds
Why is there no fixed distance between the fighters so that the player wouldn't accidentally miss the mark or "overthrow" his punches? And most importantly, given the obvious lack of haptic feedback, wouldn't a fixed distance allow for every punch you throw to actually fly on-screen rather than be "nullified" by early collision detection? This gives the impression your moves are not registered…
…
Finally, what's up with head tracking being so unreliable?
Headtracking requires good lighting conditions to work well, so it is turned off by default. You want bright and even lighting (but not too bright), without too many shadows. If your room is too dark, or you have flickering fluorescent lights, or lots of moving stuff in the image (curtains, cats, what have you) chances are headtracking won’t work. A nice mix of natural light and home lighting works well, and if you have bright surrounding in terms of how your home is decorated even better. However headtracking can never be 100% due to so many different parameters. Light, background, movement etc. Also, it is best to have a wall behind you, if the camera is staring at a massive space behind you there are too many details which can get mixed as a result.
When headtracking is disabled our own leaning and ducking system (which is based on a kind of average of where the Move controllers are) works beautifully as a compromise, so you don't really lose anything if headtracking doesn't work, you can still bob and weave all you want Basically, it's a case of "great if it works, and no harm done if it doesn't".
I was suggesting that, but we didn't have them to hand to try. We twigged about the aiming zones being back-to-front, and got point aiming to work, but I can see there's a lot of scope for tweaking, particularly slowing down the turn speed to beging with and then increase it as you adapt. Still, it's a seriously uphill struggle, and one I think you have to be a hardcore gamer to want to pursue with learning in the hopes of getting an upper hand. I was hoping for an intuitive, motion based interface that decreased the learning curve by making it what Joe Schmo would it expect it to be - run around with a gun and point at things to shoot them! I wasn't willing to invest the time and effort in developing delicate thumb controls to get headshots every time; I'm most certainly not that interested in taking some hours out to learn MAG as a shooter!Yes, the default MAG controls is difficult. Use iWaggle's recommendation and adjust from there !
Yep, although I don't know if I destroyed my character before selling the game. Yes, it annoyed me that much!Shifty, are you guys still in Valor ?
I was suggesting that, but we didn't have them to hand to try. We twigged about the aiming zones being back-to-front, and got point aiming to work, but I can see there's a lot of scope for tweaking, particularly slowing down the turn speed to beging with and then increase it as you adapt. Still, it's a seriously uphill struggle, and one I think you have to be a hardcore gamer to want to pursue with learning in the hopes of getting an upper hand. I was hoping for an intuitive, motion based interface that decreased the learning curve by making it what Joe Schmo would it expect it to be - run around with a gun and point at things to shoot them! I wasn't willing to invest the time and effort in developing delicate thumb controls to get headshots every time; I'm most certainly not that interested in taking some hours out to learn MAG as a shooter!
Yep, although I don't know if I destroyed my character before selling the game. Yes, it annoyed me that much!