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Relative Input (Tilt/Swing) - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Development Discussion (https://forums.dolphin-emu.org/Forum-development-discussion) +--- Thread: Relative Input (Tilt/Swing) (/Thread-relative-input-tilt-swing) |
Relative Input (Tilt/Swing) - uzzucciu - 04-15-2019 Can you add relative input for Tilt and Swing? It can be really useful. RE: Relative Input (Tilt/Swing) - JMC47 - 04-16-2019 Could you give some examples of a title that would need this? How exactly would it work for swinging as you're already moving the Wii Remote in directions when you swing? Would you want it so if you push up, it keeps moving slightly up forever? I don't think that'd actually get read by games correctly. Tilt kinda makes more sense as you can tilt it in certain spots. RE: Relative Input (Tilt/Swing) - Billiard26 - 04-16-2019 Someone else wanted relative input of "tilt" mappings for Trauma Center games. I don't know why you'd want it for "swing". Nevertheless, I do plan on allowing relative input for anything users might want. But I'm not just going to add a billion relative input check-boxes all over the UI so you'll have to wait until I plan out something nicer.
RE: Relative Input (Tilt/Swing) - uzzucciu - 04-16-2019 Yeah actually the swing relative input doesn't make sense. But the tilt relative input is useful. For example there's a minigame on Wii Party where you have to make a "puzzle" and you need to pick some pieces and rotate them and doing this with the analog stick is very very difficult. It can also be useful if you don't want to keep your finger on the analog stick. |