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/vr/ - Retro Games

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>> No.6684220 [View]
File: 86 KB, 640x512, _desiretoknowmoreintensifies_.jpg [View same] [iqdb] [saucenao] [google]
6684220

>>6673230
>try having more than one controller
You kinda encounter that. Up + A on 2nd controller as a system command is common on NES, SNES and Genesis games.
Which means you might need to map those 2 buttons to somewhere on the keyboard.

But my favorites is still:
1. Silently crashing due errors with loading .zip or .7zip roms. Or .ziso.
2. No error message when it fails to save configs. If in doubt just nuke the config by removing lines
3. On most non memcard cores, it will only write to disc on a clean exit. If it crashes, or you crash it(i.e windows functions), you will lose progress. Very tempting to use save states to avoid the issue

>>6673747
The voice of reason.

>> No.5731910 [View]
File: 86 KB, 640x512, _desiretoknowmoreintensifies_.jpg [View same] [iqdb] [saucenao] [google]
5731910

>>5731879
Granular: To have fine control, to be able to count single grains
Its not about spacing. Its about the fact attacking/defending in most games are binary actions, which is part of the reason why feints and punishment even work. Which quickly means only movement is granular, because its the only thing you got fine tuned control over.
Meanwhile if you had operated excavators in RL you would know that such a thing doesn't really apply to RL. Its possible to granularly control and use every single tool so long the input system do not deny you fine control.

With that out of the way, you are not that far off the truth with your axiom. But you don't use that axiom to make meaningful statements about why attack commitment vs animation canceling vs no forced legwork make any impact on how granular a game is.

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