{"id":597,"date":"2009-08-31T10:06:42","date_gmt":"2009-08-31T15:06:42","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/597"},"modified":"2016-10-19T17:37:43","modified_gmt":"2016-10-20T00:37:43","slug":"everyday-shooter-controls","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/597","title":{"rendered":"Everyday Shooter: Controls"},"content":{"rendered":"<p>Like I said before, I really knew very little about this game going in.  One thing that I only just recently learned is that its original platform was the Playstation 3.  Which means that it was designed for a PS3 controller, with its dual analog sticks.  Which isn&#8217;t really all that surprising, given the gameplay&#8230;<\/p>\n<p>Suddenly it struck me.  I&#8217;ve been using the wrong controls.  I had been using the keyboard, which limits me to eight directions of movement and fire, when I should have used my PS2 controller and USB adapter to get the intended 360-degree rotation.<\/p>\n<p>I suppose I failed to think of this sooner because of the obvious <em>Robotron<\/em> influence.  After all, <em>Robotron<\/em> used a pair of 8-direction digital joysticks.  And for many years, in the days before dual-stick gamepads became standard, the best way to play <em>Robotron<\/em> adaptations or imitations at home was with a keyboard.  <span class=\"footnote_referrer\"><a role=\"button\" tabindex=\"0\" onclick=\"footnote_moveToReference_597_1('footnote_plugin_reference_597_1_1');\" onkeypress=\"footnote_moveToReference_597_1('footnote_plugin_reference_597_1_1');\" ><sup id=\"footnote_plugin_tooltip_597_1_1\" class=\"footnote_plugin_tooltip_text\">1<\/sup><\/a><span id=\"footnote_plugin_tooltip_text_597_1_1\" class=\"footnote_tooltip\">This didn&#8217;t stop people from coming up with single-joystick solutions, but the results never had the feel of the original.  The few existing console ports of <em>Crazy Climber<\/em> have the same problem.<\/span><\/span><script type=\"text\/javascript\"> jQuery('#footnote_plugin_tooltip_597_1_1').tooltip({ tip: '#footnote_plugin_tooltip_text_597_1_1', tipClass: 'footnote_tooltip', effect: 'fade', predelay: 0, fadeInSpeed: 200, delay: 400, fadeOutSpeed: 200, position: 'top right', relative: true, offset: [10, 10], });<\/script>  But <em>Robotron<\/em> is far from the only game to influence <em>Everyday Shooter<\/em>, or be referenced by it.  Level 4, for example, draws heavily from <em>Time Pilot<\/em>, a game whose feel is more or less defined by the smooth rotation of an analog stick.<\/p>\n<p>Unfortunately, I haven&#8217;t been able to get my PS2 controller working under it.  I don&#8217;t know why.  The game makes provision for a gamepad under Windows, as evidenced by its options menu, but it just doesn&#8217;t recognize mine, no matter what I do.  And this gamepad works without problems in other apps, so it&#8217;s not a hardware problem.  Perhaps the game&#8217;s PS3 origins mean that it won&#8217;t accept anything so antiquated as a PS2 controller, even though it seems equivalent for this game&#8217;s purposes.  At any rate, it looks like I&#8217;m stuck with keyboard for the time being, which makes certain parts harder than they should be.  Fortunately, extra starting lives will compensate.<\/p>\n<div class=\"speaker-mute footnotes_reference_container\"> <div class=\"footnote_container_prepare\"><p><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_label pointer\" onclick=\"footnote_expand_collapse_reference_container_597_1();\">&#x202F;<\/span><span role=\"button\" tabindex=\"0\" class=\"footnote_reference_container_collapse_button\" style=\"display: none;\" onclick=\"footnote_expand_collapse_reference_container_597_1();\">[<a id=\"footnote_reference_container_collapse_button_597_1\">+<\/a>]<\/span><\/p><\/div> <div id=\"footnote_references_container_597_1\" style=\"\"><table class=\"footnotes_table footnote-reference-container\"><caption class=\"accessibility\">References<\/caption> <tbody> \r\n\r\n<tr class=\"footnotes_plugin_reference_row\"> <th scope=\"row\" class=\"footnote_plugin_index_combi pointer\"  onclick=\"footnote_moveToAnchor_597_1('footnote_plugin_tooltip_597_1_1');\"><a id=\"footnote_plugin_reference_597_1_1\" class=\"footnote_backlink\"><span class=\"footnote_index_arrow\">&#8593;<\/span>1<\/a><\/th> <td class=\"footnote_plugin_text\">This didn&#8217;t stop people from coming up with single-joystick solutions, but the results never had the feel of the original.  The few existing console ports of <em>Crazy Climber<\/em> have the same problem.<\/td><\/tr>\r\n\r\n <\/tbody> <\/table> <\/div><\/div><script type=\"text\/javascript\"> function footnote_expand_reference_container_597_1() { jQuery('#footnote_references_container_597_1').show(); jQuery('#footnote_reference_container_collapse_button_597_1').text('\u2212'); } function footnote_collapse_reference_container_597_1() { jQuery('#footnote_references_container_597_1').hide(); jQuery('#footnote_reference_container_collapse_button_597_1').text('+'); } function footnote_expand_collapse_reference_container_597_1() { if (jQuery('#footnote_references_container_597_1').is(':hidden')) { footnote_expand_reference_container_597_1(); } else { footnote_collapse_reference_container_597_1(); } } function footnote_moveToReference_597_1(p_str_TargetID) { footnote_expand_reference_container_597_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } } function footnote_moveToAnchor_597_1(p_str_TargetID) { footnote_expand_reference_container_597_1(); var l_obj_Target = jQuery('#' + p_str_TargetID); if (l_obj_Target.length) { jQuery( 'html, body' ).delay( 0 ); jQuery('html, body').animate({ scrollTop: l_obj_Target.offset().top - window.innerHeight * 0.2 }, 380); } }<\/script>","protected":false},"excerpt":{"rendered":"<p>Like I said before, I really knew very little about this game going in. One thing that I only just recently learned is that its original platform was the Playstation 3. Which means that it was designed for a PS3 controller, with its dual analog sticks. Which isn&#8217;t really all that surprising, given the gameplay&#8230; [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[21,13,26],"tags":[293,47,68,295,294],"class_list":["post-597","post","type-post","status-publish","format-standard","hentry","category-arcade","category-music","category-shooter","tag-everyday-shooter","tag-hardware-2","tag-problems-running-games","tag-robotron","tag-time-pilot"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/597","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=597"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/597\/revisions"}],"predecessor-version":[{"id":4194,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/597\/revisions\/4194"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=597"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=597"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=597"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}