![]() Since there is no independent camera control, you're using the two arms to decide which direction you move and/or which direction you're facing. This is where it would hit one of the two biggest stumbling blocks if you were to just map the entire thing to one pair of axes. When you move backwards, however, you'll notice that the prince stays faced in the same direction. If you want to strafe left, you have to push both LR to the left. If you pull back on R while pushing forward on L, the same rotation will take place, only faster. If you let go of R entirely and only push L forward, the katamari won't move, and the prince will move around it clockwise, so that he's changing the direction in which he/you are facing. If you press R even more lightly yet while applying full pressure to L, or if you lightly and periodically tap R while holding L, you'll turn more sharply to the right while continuing to veer forward. If you loosen up on R slightly while continuing to apply full pressure on L, you will slightly veer the katamari to the right. If you press RL forward all the way at the same time, you push the katamari (the ball) straight ahead. I'm going to refer to the two analog sticks as R and L. I'm not sure exactly what you have in mind with the two keys, but I'll describe the way input works in this game, and hopefully you'll see what I'm getting at. I wasn't sure if you were speaking to the OP's complaint or making a separate one in the comments. As such, this really is a game best played with a controller, and it's not because the devs failed to implement a mapping for kb - it's just that it can only translate so much.īecause that's what the OP is about. "Angles" being a key word there though, which is why ultimately, even for one who becomes adept at using two hands on the kb that way, they will still not have the full range of available angles they would have with dual sticks. It takes some time to get used to hitting different angles with each "arm" to get the desired motion. I suspect that some people might actually be writing it off a little prematurely, as they aren't "good" at controlling the Katamari that way - but nobody is really good when they first start playing it with a controller either. ![]() Unfortunately, while I haven't tried it, I get the impression that it's a bit burdensome to deal with. They went with the latter, which makes sense, as there is some consistency between the way the two arms work, and since mouse input is more suited to aiming a reticle than it is to moving a character in a direction. Since the kb version of joysticks are typically 4 keys with one hand and a mouse with another, there are two options: 1) keep that layout and let the mouse control the right arm while asdw controls the left arm or 2) map both arms to keyboard buttons. The game's mechanics work around this scheme of two arms controlling one object. ![]() If you're referring to the control scheme not being easy, there's not really much to be done about it. Even if you have a controller, it just doesn't exist. I get that games often have one, but they don't always, and this is one of those occasions where there isn't a camera function. There is not a camera function in this game. You're not understanding what's going on here. a quick look at the Devil May Cry 1 port in the HD collection and you will find so many sounds playing at the wrong pitch.Originally posted by SuperDean:you cant expect people to play a game from one system onto another without setting it up to be easly played on the new system (here its from controller to keyboard and mouse) but if you did thats like saying go get a playstation move to play a wii game that was ported to your ps3 (basically telling people to go buy a usb controller just for this game) Just be glad this game doesn't have that many wrong sound effects. 9 times out of 10 you can just extract sounds at 44100Hz, but some sounds play at either higher or lower frequency than that in-game, so when you play them at the wrong frequency, you're effectively pitch-shifting the sounds. The thing is, before you extract the sounds, you have to set the frequency at which you're extracting them. ![]() if you use a little software called PSound to extract audio from PS2 games, you will find that some of them end up pitch shifted for no apparent reason. They don't go out of their way to pitch shift the sound effects. I noticed how some of the sound effects when hitting/rolling things up are pitch shifted (hit a sumo wrestler, and his voice is super high.) It'd also be great to have the old sound effects for objects, like the principal's "Detention for you! Detention!" or the fat schoolboy's "Mahmmy!!" This is a common problem with PS2 remasters. Originally posted by mkcyborg:Curious to see if there'll be a mod for the original sound effects.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |