WIP Traitor Trouble
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Everything you would expected is available on each Joycon, either joined or split, except the IR (as @toxibunny said) and the two little SR / SL buttons (when split). The reason the little buttons are not enabled has been explained elsewhere but in a nutshell, it was decided not to support them at this time.
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Let's think about the controls again,
We have the Gyro sensor and the velocity sensor. Both are innovative and not often used in games very well or accurate.
Zelda Botw was a good counter example tho.If i recap what you said @Martin
Then a joycon has one stick 4 action buttons and 2 trigger buttons, that's itI could try to map some movement inputs like the wii had
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How do I adress a certain Value of
the orientation or velocity of a joycon?By example:
Velocity of joycon left is stored in c.velocity[0]
I can print that, and it gives four values
{0,0,0,0}Im trying to make a Sprite move with movement. This way I could make the player aim by hand holding the
Joycon vertically.How do I adress just a single axis of the sensor in an if statement?
and
what is the fourth value? It seems to never changeI think this would feel much more intuitive than sticking to 2 Joycons.
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@Mechanical OK so there is a type in Fuze called a vector which has 4 possible fields { .x, .y, .z and .w }. They are not always all used by things but they are always present and default to 0.
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@Mechanical if you download the ‘improved joycon test’ program from the big share thread, it’ll show you what is happening with the numbers when you twist the joycon around. The numbers go from -1 to 1 just like the analogue sticks, and can probably be used similarly in your case (atan2 to get an angle maybe?) Be aware though, that proper recalibration only seems to be possible by docking/undocking or disconnecting/reconnecting the joycon. I think you’ll be able to get some sort of usable aiming working though if you try a few things out..