Tuesday, February 19, 2013

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I had played some of the games from game-designer Suda51, such as Killer7, No More Heroes and Shadows Of The Damned, but always failed to gain a real connection to them. However, perhaps because of this particular collaboration with filmmaker James “Tromeo & Juliet/Slither” Gunn, that Lollipop Chainsaw emerged as a game that looked must-get from day one of release.
Despite never going to be game of the year, Lollipop Chainsaw does not disappoint, and is certainly one of the best video games of 2012. So long as you know what you are in for!?
Over-the-top violence, excessive vulgarity, yet presented with so much artistic style, you could almost justify it as … art. The always wonderful Tara Strong is the voice of your zombie hunter heroine – Juliet, as she cuts away armies of zombies, towards resolving the mystery of the dark, demonic menace that surrounds her San Romero High School.
The combat is fluid and thrilling, with many opportunities to upgrade to new fighting attacks and more effective special moves. The environments are fresh and interesting, with some of the best level design experience in recent gaming.
Hey, Lollipop Chainsaw is not an intellectual giant nor the most sophisticated video game. But it executes just about everything flawlessly and is a truly fun time. With the ability to replay stages for better scores, as well as to unlock more items, such as new outfits, game art and music, the game has true re-playability, too. 745TDBanty 130219 I decided to do something a little less creative tonight and just focus on getting the thing closer to working.Up until now I’ve been using the XBOX 360 controller keyboard to provide input into the game. I’ve even gone so far as to have the test controls all accessible by one hand so I don’t have to move my XBOX 360 repair other hand off the mouse. It was time to sort this out. One thing that I’ve always wanted was Xbox 360 controller support. I like the controller and use it myself within Steam so it seems the best option for me is to include it. Also, luckily I’m working on both a PC and a Mac so I have both test environments at the flick of a switch (and the swap of a LOT of USB cables).Windows works fine. The built in drivers for Windows do exactly what I wanted them to do and the project accepted 360 Controller input in less than no time. So over to OSX.In short, it was a nightmare. Obviously I would have to resort to third party drivers since the controller isn’t supported officially. The reason for me maintaining 360 controller support on the Mac is two-fold. One, the completionist in me would never let me live it down XBOX 360 cable if I dropped support, and two, other controllers work perfectly fine on Mac through the more popular device drivers so focussing on the problem child, as it seems the 360 controller is, seems logical.The main issue lies not with the buttons, but the joystick axis. These seemed to be picking up crazy amounts of input with as little as a brush over the thumbstick. At one stage, blowing on the thumbstick produced an input. Obviously this is not acceptable and was producing unwanted results.For anyone working in Unity having the same issue, here’s what I ended up doing and ultimately how I resolved it. Also, the driver wii controller I am using is made by the clever folks over at http://tattiebogle.net/.Now, as any Unity user will know, axis input is resolved as a float between -1 and 1 with the gradient increasing gradually until the thumbstick almost reaches its limit. After converting all of the character movement (running and climbing ladders) to these axis I declared to public floats and set their value as Input.Getaxis so I could monitor them in the inspector. This is where things became clear.Inputs were spiking up to nearly 0.6 or -0.6 by simply rubbing the thumbstick or sitting it on the table, and producing inputs between -0.2 or 0.2 without any touch at all! The answer seemed obvious, Dead Zones!I implemented some dead zones and made them pretty extreme for testing. I set them to disregard all input between -0.9 and 0.9 however the PS3 Controller inputs were still happening and being converted into user input. I have no idea why this was happening since I was explicitly telling it not to in code!

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