Hi Dark,

Interesting. I certainly wasn't aware the classic joysticks for Atari
and NES had simple on/off input systems like a keyboard. I of course
have studied how PC game controllers like how the Logitech game
controllers for the PC work, and naturally assumed that the joysticks
for older systems used a similar input system. Now, that you explained
how they worked I do see how some of those games can be adapted for a
keyboard.

Basically, all it comes down to is coming up with the right formulas
to calculate speed based on the length of time the key or keys are
pressed. I'll have to look into this further as I am interested in
adding more analog mechanics into my games as I grew up with the
Atari, NES, Super NES, etc and I know I personally haven't done enough
research into emulating those sorts of mechanics in my own games and
game engine.

One thing we do agree on writing and having some tutorials would be
very helpful. To be honest I have been programming for over 14 years
and I am still unclear how to do it myself so need to check the web
for some tutorials to find out what would be good analog game
mechanics. My guess is every developer learns this by trial and error
and they do so simply by trying to emulate the mechanics in game x so
there is no set way to do this specifically.

Cheers!


On 5/25/14, dark <[email protected]> wrote:
> Hi Tom.
>
> I'm afraid I completely disagree about analogue movement. The sort of sticks
>
> your talking about, the 3D thumb sticks that directly calibrated player
> movement to stick position, eg, far right = walk fast right less far right =
>
> slower,  didn't come into  the mainstream world until the 32/64 bit era in
> the mid 90's.
>
> All the previous games, including classics like mario, sonic, MEga man etc
> had a simple on/off input system, even for joysticks. I know this very
> certainly because I have read the manual for my X arcade stick which
> precisely imitates those movements, so have a vague idea at least how the
> hardware works.
>
> The way that all those 8 and 16 bit era games handled analogue movement was
>
> much more to do with the software and game engine than the hardware. For
> example, instead of having a character's walking speed be constant, have it
>
> gradually increase when the correct direction is held. With jumps, have the
>
> amount of time held on the jump button dictate the hight of the jump, in
> combination with how much the directional buttons are pressed and what speed
>
> the character was going.
>
> Many games (like mario), also had a run button which, when held would cause
>
> the character to run further and any running jumps be hier.
>
> All of this is quite possible on a pc keyboard by simply tracking the time
> spent holding the keys, indeed I've played freeware graphical games that do
>
> this quite nicely so that playing on a keyboard isn't that different
> technically to playing on a stick. indeed when  playing the Pc turrican
> remakes, I don't miss my old comador Amigar Zip stick half as much as I
> would expect to :D.
>
> So yes, the analogue thumb stick controllers could be used to create in game
>
> movement, but certainly for something with the same movement model as all
> the games of the pre 32 bit era had wouldn't be difficult at all at least
> from a design perspective.
>
> The problem however is firstly that as you said, if people have not
> experienced the mechanics of mainstream games they do not know! the fine
> differences in say Mario's walking and jumping speed, and secondly precisely
>
> working out some mathematics to create a more analogue system of control
> rather than just a basic press button movement model such as games like
> Superliam and Q9 have.
>
> Perhaps this is where writing some tutorials or basic formulae for
> programmers would be helpful.
>
> Beware the grue!
>
> Dark.
>
>
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