Superjustinbros
Member
After seeing that analog controls were added to multiplayer, it got me wondering as to why the NIGHTS levels lack any form of analog control (even in local play).
Yeah, I was referring to being able to have full 360 movement (or at least, most if not all the directions the game's engine would allow) when flying instead of being restricted to just 8 directions. Because it's annoying for me when in order to make certain turns down a slanted path of rings or spheres unless you're boosting (such as when you're about to enter the building in TPZ)
Using the drill dash to lock your direction is a good tactic, but proper analog for quickly aiming in that direction would also be good. Though I wonder how you'd map it to WASD + mouselook.I'll note that when I made that specific area in TPZ, I did so with the idea that using the dash to maintain a specific direction would make chaining the links possible. I guarantee that is a more efficient method than even making full 360 degree control happen would be. The same holds true for a lot of areas. I built many lines of items with the dash locking direction in mind.
Like I said earlier, it's not that the game itself doesn't support the full 360-degree movement of analog controllers; it's that the gamepad code is really bad at actually feeding the full analog input into the game, and oftentimes ends up just sending it like a digital input instead.
This would require setting up NiGHTS pathing across every stage in the game, including several for which it clearly would not work.Don't know why, but would love a wad that makes NiGHTS Super Sonic mode on single player... Think about it.... *FLYING AROUND THE WHOLE MAP*
This would require setting up NiGHTS pathing across every stage in the game, including several for which it clearly would not work.