02-21-2010, 05:55 AM
So I tried couple of games and many needs more complex wiimote movement than just simple shake, some even require nunchuck movement.. I see developers already implemented recording options to simulate certain movements using keyboard shortcuts.
First I apologize if this was already discussed somewhere.
If I understand correctly, mouse movement is just mapped to wiimote "cursor". However, I believe it should be also synchronized in parallel into 2 axis sensor bars with 3-rd one using some "shift" key. For example if I move mouse up and down, not only would it move cursor but also make game think I moved "wiimote" up or down(or pitched):
now with real wiimote this could actually be 2 things, either simple move like pushing hand down/up or just "pitch" upper part of wiimote. This could be simply altered by say "ctrl" on keyboard.
So, for example:
- moving left/right/up/down mouse would by default MOVE "virtual wiimote"(x/y axis)
- moving same but with "ctrl" held would PITCH/YAW "wiimote" in all directions(hope yaw is correct english word I meant)
- moving left/right with "alt" held would ROLL "wiimote"
- moving up/down with "alt" would PUSH/PULL "wiimote"
- ALL above with "shift" held would apply to nunchuck
Of course, some more complex diagonal movements would probably not work, however many games could be fine just with this and there would not be need for separate keyboards buttons for pitch, swing, roll, even shake! And of course, push/pull which is 3-rd axis not implemented yet would be included too, as well as nunchuck movements. For the rest, wiimote recording and mapping to keyboard buttons would be used.
I would like to know your opinion, is there maybe something I missed? Why it wasn't done this way? Please think about this and if you think its good idea, let devs know about my post. I would like to hear from their response what they think.
UPDATE: push/pull of virtual wiimote could actually be done using mouse wheel, making it possible for some more complex movements that couldn't be done just by switching shift keys(if that axis would already be used).
First I apologize if this was already discussed somewhere.
If I understand correctly, mouse movement is just mapped to wiimote "cursor". However, I believe it should be also synchronized in parallel into 2 axis sensor bars with 3-rd one using some "shift" key. For example if I move mouse up and down, not only would it move cursor but also make game think I moved "wiimote" up or down(or pitched):
now with real wiimote this could actually be 2 things, either simple move like pushing hand down/up or just "pitch" upper part of wiimote. This could be simply altered by say "ctrl" on keyboard.
So, for example:
- moving left/right/up/down mouse would by default MOVE "virtual wiimote"(x/y axis)
- moving same but with "ctrl" held would PITCH/YAW "wiimote" in all directions(hope yaw is correct english word I meant)
- moving left/right with "alt" held would ROLL "wiimote"
- moving up/down with "alt" would PUSH/PULL "wiimote"
- ALL above with "shift" held would apply to nunchuck
Of course, some more complex diagonal movements would probably not work, however many games could be fine just with this and there would not be need for separate keyboards buttons for pitch, swing, roll, even shake! And of course, push/pull which is 3-rd axis not implemented yet would be included too, as well as nunchuck movements. For the rest, wiimote recording and mapping to keyboard buttons would be used.
I would like to know your opinion, is there maybe something I missed? Why it wasn't done this way? Please think about this and if you think its good idea, let devs know about my post. I would like to hear from their response what they think.
UPDATE: push/pull of virtual wiimote could actually be done using mouse wheel, making it possible for some more complex movements that couldn't be done just by switching shift keys(if that axis would already be used).