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Lhet
Apr 2, 2008

bloop


On the topic of homemade controllers, here's the one I made right after MvC3 came out. I decided I would actually spend some time learning fighting games with it and also quickly decided there was no way I'd play that game on pad. I ordered buttons and got them a week later, assembled a shoebox prototype which I used for far too long, and one afternoon decided to finalize the controller in a cheap pistolcase.

And out of focus picture of the wiring


It's worked quite well. If/when I make another, the main changes I'd make would be to have a way to wrap up the cable around the base or something, make it a bit wider/more ergonomic, adjust the directional layout (as it is 421 is harder than 623), and use a PCB that supports 360.

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Lhet
Apr 2, 2008

bloop


Brosnan posted:

Why would you want to learn fighting games on a janky hitbox layout? And why Marvel, of all games to try to do it with? That's like the worst game I can think of to play hitbox instead of stick.
Main reason was/is that I'm familiar with music games and not used to joysticks. Also I can't think of any reason marvel is a bad hitbox game. Not sure what you'd say makes a game good for hitbox...

Zyklon B Zombie posted:

Do you have to dislocate your thumb to hit that jump button? :psyduck:

Thumb is actually positioned fine. My idea behind the layout was that the ring finger is bent by default. It wasn't the best idea. ()

Lhet
Apr 2, 2008

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Brosnan posted:

I play music games and fighting games and there isn't really any relationship between them whatsoever that would make that decision make any sense. And games like Marvel or Tekken require so much more movement and so many more inputs per second than a game like SF4 that using a hitbox seems counterproductive compared to actually learning to use a stick. Even pad is better for Tekken.

I can't think of any input that a stick can consistently do faster (except perhaps 360s in games without input leniency). You can also fairly easily do some inputs that just seem like they would be too slow to really work on stick, like 236~8P for a very low neutral jumping air hadoken or something, or 6239 for a tiger knee dragon punch input.

Lhet
Apr 2, 2008

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diospadre posted:

Thinking about making a (s)hitbox next week as a project for my free time, what do you guys wire the buttons up to? The guts of some lovely Gamestop controller?

I used a Toodles Cthulhu. One advantage is it has dominant directions, so up always overrides down and right always overrides left. This basically just means people can't accuse you of cheating charge moves. Also I guess you can twitch back and forth really quickly by holding L and tapping R. You could use a garbage controller I guess, but it might be a pain to work with.

Lhet
Apr 2, 2008

bloop


A friend gave me the Chronophantasma through the gameshare thing last night, and it seems cool so far. The biggest problem is, after reading things online, it seems that the main characters I was thinking of maining (Izayoi and Tsubaki Yayoi) are kinda bottom of the barrel. Is this game balanced enough that you can do well with anybody if you learn them/play creatively, or will certain matchups just become unwinnable?

Lhet
Apr 2, 2008

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Endorph posted:

Well, it's definitely better balanced than CT, where there were about three characters who had any chance of winning.

Anyway, it really depends - if you don't plan to actually go to tourneys or anything, I'd advise you Just Don't Give A gently caress. Tier lists are made assuming at least somewhat optimal play, and if you're playing online and/or with friends you probably won't be playing at a level where that really matters. Lower-level play is a lot more match-up and player skill dependent, and you can generally make up for the former with the latter. Especially online, where lag is basically inevitable.
Yeah, I understand that, but sometimes there are cases where a lower tier character just deals considerably less damage than similar characters without gaining any tools to justify it. MvC3's Shuma-Gorath kinda felt that way to me and it was annoying.

Lhet
Apr 2, 2008

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bebaloorpabopalo posted:

Shuma does a ton of damage the combos are just kind of hard.
I know that he can do great combos, but it kinda has the same issue as MODOK where you need to change the combo based on how you start it, distance from the corner, etc. With so many other characters who could consistently do like 700k off pretty much anything, I couldn't really justify keeping him in the main team.

MadRhetoric posted:

Lhet: Like Endorph and Gwyrgyn said, don't worry about tiers unless you're tournament bound. Even if you are, as long as the character isn't complete garbage you could always become a low-tier character specialist if you really like how Tsubaki/Izayoi plays.
Maybe, I'm not super terribly attached to either; I like Izayoi's dash and teleports a lot, and it's amusing that Tsubaki's mechanic is stopping to read a book. Just trying to see if it's gonna constantly frustrate me.

On another note, what does neutral mean in BB? I'm reading things saying characters have "a strong neutral game".

Lhet fucked around with this message at 01:15 on Nov 2, 2013

Lhet
Apr 2, 2008

bloop


Completed the joystick part of my new controller. Just need to figure out a case and do some basic wiring and I'll be good.

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Lhet
Apr 2, 2008

bloop


AnonSpore posted:

The dog part seems like it'd be kinda heavy to carry around at majors

Unless you're sticking the stick parts on the dog and having it walk around with you at majors and then lie down when you play, that'd be really cool

He's really good at standing in one spot, so that's the plan.

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