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WHAT ARE "TIGHT" CONTROLS? - Movement in Games 

JoshFTL
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28 сен 2024

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Комментарии : 613   
@satchboogie2058
@satchboogie2058 7 лет назад
"press F to pay respects" - Tightest control
@grooorglaserdeth8823
@grooorglaserdeth8823 7 лет назад
Press f to amputate leg That´s like the most anticlimatic thing ever
@tttheemeraldsword7528
@tttheemeraldsword7528 7 лет назад
its just too casual. like "AHHHH MY LEG I'VE BEEN ATTACKED BY A WALk- press x to chop your leg off
@270z
@270z 7 лет назад
Some advice. I think to get your point across about the games you identified are having "tight" controls you should also also point out games that do not. Identify something well know that will allow players to better understand your point by pointing to it's antithesis.
@pmaguire13
@pmaguire13 7 лет назад
Barry Smith *any .exe game that has ever been created into existence*
@jarlfenrir
@jarlfenrir 7 лет назад
Maybe Spyro would be a good example. All the time you have to adjust camera, to be able to see where are you going.
@dooplon5083
@dooplon5083 7 лет назад
jarlfenrir Haven't played Spyro here, please explain.
@TheSephi
@TheSephi 7 лет назад
Active mode camera
@Dargonhuman
@Dargonhuman 7 лет назад
I was thinking that as well. It's all well and good to show a number of games that got it right, but like they said in the vid, when it's done right, you don't notice it so it makes sense to show a couple of examples where it's done wrong as a contrast. But, in the vid's defense, it's hard to talk about bad controls in a non-interactive medium like a video, as shows like AVGN and Caddicarus have pointed out.
@wefyb2
@wefyb2 7 лет назад
The controls for Hollow Knight are just incredible. It has the same jumping mechanic at Meatboy, in that as soon as you let go of the button you started to accelerate downwards. The weapon swing is a key part of the platforming, to the point where it becomes second nature to use it even in new areas. Part of that is the consistency in the artstyle in regards to objects, but it really does feel fantastic to play. Ori and the Blind forest also goes into a fabulous category of movement controls. Always fluid, and it never feels like the character does anything that you didn't tell it to do.
@Netsuki
@Netsuki 2 года назад
I actually hate the controls in Hollow Knight, because they are sometimes unresponsive. I press the button and because there is some kind of delay between actions or something, character just ignore my input completely. And no, it's not my fault, neither my controller's. I play many games and for example, I have no issues in Ori. Great responsiveness. Which unfortunately Hollow Knight lacks.
@ManjCactus
@ManjCactus Год назад
@@Netsuki I dont realy get what you are talking about, are you sure the game is working fine ?
@Netsuki
@Netsuki Год назад
​@@ManjCactus Game is working as intended. Which isn't really that good. You can often not get pogo on spikes when You literally press the buttons. There is weird delay between performing action after the last one has ended. And no. It's neither my controller, my PC, connection or anything else. I played more requiring games with the same specs, like Shadow of the Tomb Raider. Using same controller. Ori doesn't have that issue either. It's just Hollow Knight. And I hope Silksong will have it fixed.
@Flavourius
@Flavourius 8 лет назад
Ori and the Blind Forest is by far my favorite game in terms of gameplay and character actions. In the definitive edition you can use the teleport mechanic, but in the original game you had to "walk" through the levels. The more you progress and unlock more abilities, the "walk" becomes an acrobatic act and it is so satisfying overall to see how easy it is to go through the earlier levels again with the new movement controls. Despite character controls, I also like the tilt mechanic of racing games, for example Motorstorm was one of the first games I think with with the controllers being able to tilt, so you could get a better sense of steering the vehicle.
@Benjieb15
@Benjieb15 7 лет назад
Ori has some of the tightest, yet simultaneously most fluid feeling controls I've ever used in a 2D platformer. Fucking incredible game.
@commenturthegreat2915
@commenturthegreat2915 5 лет назад
The bash ability is my (and many other's) favorite
@trainzelda1428
@trainzelda1428 2 месяца назад
Yeah, Ori's movement sometimes feels more like a creative act than just a means of transportation
@internisus
@internisus 8 лет назад
Something that I've noticed is very important to me in a 2D game is camera behavior. If the camera view is fixed and the overall screen perspective doesn't respond to my changing movement or facing from left to right, it leads to the character themselves feeling stiff, which in turn makes the game somewhat unpleasant or unwelcoming at the start, before I have sufficiently mapped my brain onto it. What I like is for the camera to smoothly pan to show further into the distance on the side of the screen my character is looking towards. This has gameplay ramifications, so it's unreasonable to simply demand it always be there, but I find the sense of dynamism it provides the game invaluable. Actually, it's a bit more complicated than that; I've further realized that, in games that follow the Mario example and include acceleration at the start of any movement before the avatar gets up to speed, the camera shift may not be necessary. It's really an either/or question. If I'm playing the kind of sidescroller that has simpler movement in which you reach top speed the instant you press left or right on the d-pad or stick, then the game definitely needs to perform a smooth camera pan to show me more distance in either facing direction to compensate for the character's stiff movement. And by smooth camera pan, I mean that the camera movement needs to have its own acceleration, fast at first when you turn and then gently settling into place. Essentially, either the character can feel stiff or the game can; not both. So if your gameplay calls for your character to have simple, pretty much binary movement, you need to create some dynamic camera movement.
@JoshFTL
@JoshFTL 8 лет назад
yea, the way the camera acts is really important. I've been looking at dedicating an entire episode to it. As you've shown it's a very broad and interesting topic. I like it when I have some control over the camera but if the game has a good enough cam I don't usually think about it!
@HandledToaster2
@HandledToaster2 5 лет назад
Unity has a built in tool for smooth camera movement
@ZarHakkar
@ZarHakkar 7 лет назад
I really liked how fluid the action was in the Megaman Zero series. It was always really fun to dash and slash through enemies and the level.
@mateoechauri3712
@mateoechauri3712 7 лет назад
and die over and over and over again
@Xanit
@Xanit 7 лет назад
ZarHakkar I consider the MegaMan Zero series to have my favorite movement of any 2D game. Good choice!
@Axl4325
@Axl4325 7 лет назад
The Megaman games, especially speaking about the X games (first 3) they give you total control over X and his jumps, you can change your position mid air and you can "cancel" the jump when you stop pressing the jump button, this gives you time to respond to enemies that are above you, because the Megaman games have a lot of them, also the hitbox of your buster when standing or jumping is basically aimed so you don't miss your shots easily, that way you have the option to calculate jumps in order to hit weird positioned enemies, enemies above you, enemies in platforms and such, and the dash is a great alternative to the slide of the classic Megaman games, because it's basically a emergency escape button, you can have fast reactions with the dash and that makes boss battles more fair and enjoyable
@Wyrdwad
@Wyrdwad 7 лет назад
See, I've never felt like the original Super Mario Bros. had "tight" controls, because the game is just so... slippery. Mario has so much momentum that it's hard to do precise platforming with him. To me, "tight" controls are controls where your character literally only moves when you tell him/her to. When you stop pushing right, your character stops moving right -- there's no slide. When you jump, you can move left or right in the air at will, with no momentum, guiding yourself to a pixel-perfect landing if you so desire. Basically, I don't really consider controls in a game to be "tight" unless momentum is more or less disregarded in favor of 100% player control.
@Soxviper
@Soxviper 2 года назад
This. I tried playing Mario 3 for the first time and I just couldn't get into it due to how slippery Mario is. I like games like Mega Man where movement is as responsive as I want it to be
@dameapster7791
@dameapster7791 7 лет назад
Favorite control is to press 'b' to blow
@Patronux
@Patronux 7 лет назад
the best
@joeboykitz6985
@joeboykitz6985 7 лет назад
Press "x" to "Jason!!!"
@Kerrmunism
@Kerrmunism 7 лет назад
JoeBoy Kitz wow a heavy rain reference.
@kittyandtiny9159
@kittyandtiny9159 7 лет назад
Great video, but the original Spelunky DID have individual buttons for different items (A and S I think they were) AND for sprinting (shift).
@marioisawesome8218
@marioisawesome8218 7 лет назад
Thank you.
@eggnog9230
@eggnog9230 7 лет назад
Original Spelunky was best Spelunky
@omegazero3008
@omegazero3008 6 лет назад
you right
@johnneil3612
@johnneil3612 6 лет назад
i like how mirror's edge keeps your flow and never lets you stop, and rewards you for keeping your flow and being in action all the time
@vvvsss796
@vvvsss796 4 года назад
honestly one of the most beautiful and fun games ever. how did they do it? how does it's beauty still hold up till this day? and how does it still run so well? that game worked wonders.
@jlinkous05
@jlinkous05 7 лет назад
Skiing in Tribes. Back when it was Starsiege, players discovered that rapidly pressing Jump effectively gives you 0 friction, allowing them to jetpack up hill crests and ski down the back side. This enables players to travel large distances in little time, even with extra-heavy characters. Eventually it was included as a feature (hold Space to ski) and it's been that way ever since.
@Catmomila
@Catmomila 7 лет назад
Superman 64, of course. Nah, for real, Super Meat Boy's controls are amazing. Such a good game.
@botdfbvb
@botdfbvb 7 лет назад
Gaspoo I agree. If I die in super meat boy I don't get left with the feeling of the game being to blame. I know i just didn't make the right decision.
@JoelReid
@JoelReid 7 лет назад
Tribes: Vengeance was by far the best controls I ever felt. When moving you just felt like you were gliding. Even today when i pick up the game it feels awesome.
@FelixM86
@FelixM86 7 лет назад
brothers a tale of two sons is the best example i know that really lets you feel the strain of actions and thereby connects you to the character SOOOO good
@Pluveus
@Pluveus 7 лет назад
The thing about Spelunky though is that even before the HD remaster, those changes were already made. In the 1.1 version build that I first played, run had been relegated to shift, and the A and S buttons on the keyboard were dedicated shortcuts to Ropes and throwing bombs. Actually when they made the jump to HD, they eliminated the ability to cycle though items at all. This made the game much harder in early levels, because you couldn't use coiled ropes or unlit bombs to trigger arrow traps.
@jakebeach1364
@jakebeach1364 8 лет назад
Just cause 3 has a very good feel to it
@DarkLadyPhoenix
@DarkLadyPhoenix 7 лет назад
Still remember the first and second Assassin's Creed games. The controls were so fluid and fun to just run around and parkour for hours on end. There was a distinct connection between the controller, my movements and the character on the screen and they were all mapped in just the right way so it felt like the most natural thing in the world.
@NaxeCode
@NaxeCode 8 лет назад
I LOVE THESE KINDS OF VIDS, Really informative, Since I'm a game dev!
@JoshFTL
@JoshFTL 8 лет назад
Thank you! I'm looking for ideas for new episodes so if you have anything you'd like to see me cover let me know :)
@NaxeCode
@NaxeCode 8 лет назад
Gaming Faster than Light! Maybe a "Math in Videogames" would be interesting, From Trigonometry, to just how certain games used math (For example, Doom's ray casting) Or "Pseudo Logic for Game Mechanic" Where you basically explain certain mechanics from a high-level perspective. (The latter is rather hard to do, since it requires logical examination of certain game mechanics, I mean think of how you'd go about implementing Portal's "Portal" game mechanic... not that simple xD) I'm not sure how well informed you are on Game Design / Game Development stuffs, so these are just suggestions, :P
@JoshFTL
@JoshFTL 8 лет назад
I'm awful at maths however the pseudo logic is a really cool idea. there are definitely a lot of things we take for granted as 'the way things should work'!
@NaxeCode
@NaxeCode 8 лет назад
Gaming Faster than Light! I was leaning towards that too, And the topic is pretty broad, for example, in Sonic the hedgehog (Classic) series, how would one implement sonic's "If you press the right button while moving left, you stop faster than if you let the button go", Or Mario's "Variable jump", when you hold down a button you jump for as long as that button is being held. C: The Math in these is fairly simplistic, (Velocity and acceleration are simple as heck), but the logic as to how these were to be implemented behind the scenes would be tricky! You might not always be 100% spot on as to how they implemented it, but if it works, it works! :D
@JoshFTL
@JoshFTL 8 лет назад
very true. smoke and mirrors stuff can be lots of fun!
@BingBangPoe
@BingBangPoe 7 лет назад
I really like the controls of two of Clover (now Platinum Games) masterpieces: Okami and God's Hand. The flowing movement of Okami is so smooth while controlling Amaterasu, yet you can grasp the agility and swift her attacks while in combat or maneuvering the Celestial Brush. On the opposite side, in God Hand you can interrupt any animation with any animation, giving you that empowered feeling, to pull the nastiest combos, like you're supposed to do.
@illdie314
@illdie314 7 лет назад
10 Second Ninja is my favorite game, it's great to see it in a video every once in a while
@acr1327
@acr1327 7 лет назад
My favourite video game controls, and the tightest controls I've played of any game thus far is Super Smash Bros. Melee; they're unforgiving when you first play, but the lack of buffer and the accuracy of the analogue inputs makes it feel responsive and crisp, and you know if you mess something up it's you and not the controls, which is always nice
@PiercingSight
@PiercingSight 7 лет назад
I absolutely love Hyper Light Drifter.
@joaquimneto5617
@joaquimneto5617 7 лет назад
I think that Brothers - A tale of two sons has great controls. There is just one button to make all the stuff you need and it makes the game much more immersive. It is a great game that can tell a good story without even using words.
@fivesidedpixels4991
@fivesidedpixels4991 7 лет назад
Super Mario Sunshine was fluid as hell. F.L.U.D.D. supplemented the already solid Mario controls (in the levels without F.L.U.D.D., it really showed that Mario was fine controlling on his own)
@actualmadscientist
@actualmadscientist 7 лет назад
I think "tight" is just a euphemism for "good" when describing game controls, the same way "loose" means bad. This might originate from how lots of games have bad controls because the character is too "floaty" or too "slippery".
@TheRealZen00
@TheRealZen00 7 лет назад
The grappling in Worlds Adrift is pretty fun.
@Elmias
@Elmias 7 лет назад
i always liked how in first 3 Assassin's Creed games the four buttons had their meanings (head, empty hand, armed hand and legs) and those meanings changed with low or high profile. I like it so much, that it pains me that nowadays AC games tend to be without this immersion.
@GuvernorDave
@GuvernorDave 7 лет назад
Arkham asylum and the games that came after it. The choreography of the fighting moves made it feel amazing to play.
@boltstrikes429
@boltstrikes429 7 лет назад
I think that harder controls, like in the original spelunky, allowed for more skilled controls. Like, if you wanted your character to do something, you needed to know which keys to press, in what order, and how many times to press/hold them. This means more playing = more skill with the controls, which makes the difference between skilled players and newbs pretty obvious.
@klaytonmayeaux8966
@klaytonmayeaux8966 7 лет назад
In the Castlevania series, Super Castlevania IV (SNES) and Castlevania: Symphony of the Night (PS1) are outstanding examples of smooth controlling of the characters!
@lloyfirvind3274
@lloyfirvind3274 7 лет назад
The way Sonic and Shadow control in Sonic Adventure 2 is my favorite.
@alexanderstilianov
@alexanderstilianov 7 лет назад
Off the top of my head one of my favourite actions in games is latching on and swinging from a hook with the whip in Super Castlevania IV. It's so fun.
@pericoel21
@pericoel21 7 лет назад
Honorable mention here would be (especially in the case of the grab button) Little Big Planet. They have a unique feeling to their sackheads.
@genisay
@genisay 7 лет назад
Castlevania Symphony of the Night was a game I always really enjoyed when it came to how it felt while moving. There were various actions we would run around performing as we moved around the stage, for no other reason then they were satisfying to do. XD Same with Super Mario 64. I especially liked doing the triple jump with the ending back flip. Oooh! And Crash Bandicoot Warped is still probably one of my all time faves for how the controls and motions worked and felt. You know it's got good 'tight' controls when you just mess around in a stage performing actions because they are fun and feel good. ^.^ Especially nice control construction is something I always notice in games, and I am extremely thrilled with and grateful for when I run across a game that it is pleasing just to move the character around.
@JoshFTL
@JoshFTL 7 лет назад
Yea it's a really good sign! I liked the loading screen in Assassins Creed that let you do that.
@Tentegen
@Tentegen 7 лет назад
gonna be that guy and say Crash Team Racing for PS1. Those controls are GLORIOUS. What I love most is two things: *the controls and programming are done so well to the point I don't have to fight my own kart along with competing with the other racers.* Other racing games devs wanna code the fancy ass cars to fight the player for control, thus having them feel like your racing on ice at only about 30mph game speed. 2, *BECAUSE* they took out the need to fight the vehicles for control, it puts *ALL* the responsibility for success or failure on the player. boosting is easy. Drifting is just a tad bit more challenging. all of which can be learned. If you win, it was because you used your skill at the game. If you failed, it was because you messed up. despite it being an obvious Mario kart clone, I like this better. in CTR, the items used on you by the CPU characters aren't so punishing to the point you can't catch back up. you won't drop down 7 or more places. 4 is the average. CTR does not give you any excuses. everything and anything you need is *LITERALLY* at your fingertips. You will either succeede or fail.
@m0nkey98
@m0nkey98 7 лет назад
thank you for your explanation on character "weights", that's something i've had trouble describing
@kokubo399
@kokubo399 7 лет назад
Mega Man controls are fantastic, and also Binding of Isaac feels ridiculously satisfying.
@spindash64
@spindash64 7 лет назад
I think Sonic in Sonic 2 is a good example vs Sonic 1. The spindash makes him feel far less sluggish without entirely removing the point of speed conservation
@KingNothing1118
@KingNothing1118 7 лет назад
Just about every, if not every, Spiderman game I've come across has had very tight controls. Ultimate Spiderman on ps2 I remember feeling particularly nice.
@lukasu8525
@lukasu8525 7 лет назад
nuclear throne = greatest controls ever to be created
@GabbMonkey
@GabbMonkey 6 лет назад
Great video! imo, the Rain World controls are fun to experiment with... so physics based
@stormmerm4776
@stormmerm4776 8 лет назад
This is a really amazing video, and the examples you picked are varied. Mustache man! Looking forward for some more.
@thenotwaluigi
@thenotwaluigi 7 лет назад
Cory In The House Has The Best Controls Ever !!!!!!!!!!!!!!
@zoomspilo6798
@zoomspilo6798 7 лет назад
You make suicide seem like the right choice.
@flowerflower9478
@flowerflower9478 7 лет назад
UM
@keithgould8733
@keithgould8733 7 лет назад
Wow. I know this some sort of joke but it is pretty annoying. just because you click on a video on anime boobs then end up with click bait doesn't mean.. ARGH, yeah i know it's the internet. 😑
@zoomspilo6798
@zoomspilo6798 7 лет назад
What did his comment have to do with clickbait? Unless, of course, there's a reply to it that has been deleted.
@josgeerink9434
@josgeerink9434 7 лет назад
LOL
@soleenzo893
@soleenzo893 7 лет назад
al i want to say about context buttons is : turning levers to open doors in alien isolation. best. feeling. ever.
@mendali
@mendali 7 лет назад
Did anyone here ever play the old Mac game Quagmire? That game had a really good feel to it that I still remember.
@Vladd0r
@Vladd0r 7 лет назад
Some of the best Controls in Videogames: Super Mario 64, Banjo Kazooie, Starfox 64, Super Meat Boy, GTA IV and V, Overwatch, Starcraft 2, Valve Games.
@kaedenmahar4420
@kaedenmahar4420 7 лет назад
I personally enjoy swinging around on ropes or a grappling hook in games.
@mangosah
@mangosah 7 лет назад
Steep's controls are somewhere between tight and not. Half the time ot feels really nice, but then sometimes even when used to the controls, things dont feel like they respond how they should
@draco18s
@draco18s 7 лет назад
Funny, I would have said that Super Meat Boy *didn't* have tight controls. He can't stop on a dime, hell from full run speed to stopped, even trying to move back in the opposite direction takes *at least* his own body width. His jump might have a perfect arc (except when it doesn't, looking at you, 3:23) and it might be predictable once you get used to it, but so many jumps require incredibly tight accuracy, the controls are *very slippery* in comparison to literally every other game you mentioned.
@Jeffball610
@Jeffball610 7 лет назад
Nice insight into character controls. I'm actually surprised you didn't use Megaman (or 2) as an example of good mechanics. I feel it's also one of the best examples of good game design in nearly every aspect.
@BigDBrian
@BigDBrian 7 лет назад
grappling mechanics are amazing. Action Henk has great and tight controls
@YujiUedaFan
@YujiUedaFan 7 лет назад
I like to grab onto the side ledge of a work in LEGO Worlds.
@rgprosucctions1704
@rgprosucctions1704 7 лет назад
Mi favorite is Sonic's control in the Sega Genesis, its just perfect
@SoulEssence
@SoulEssence 7 лет назад
6:20 precisely why I hate playing as Luigi in Mario the Lost Levels, Galaxy, and any other game it feels like you're on ice.
@nos1000100
@nos1000100 7 лет назад
games that allow you to double jump for some reason i tend to like. probably because such an action is impossible naturally. Also being able to control the in game camera is also something i expect unless it is restricted for a reason
@JoshuaDuaneClark
@JoshuaDuaneClark 7 лет назад
This style of video is great and I hope to see more of it c:
@000Mazno000
@000Mazno000 7 лет назад
Dark Souls gameplay in general is pretty "weighty," and things like landing parries and succeeding at a dodge are very satisfying (the jumping physics are a good example of how not to make tight controls, however.)
@rgrimund2468
@rgrimund2468 7 лет назад
Controls are only a part of the feel in a game. I noticed the video touched base on this without saying it, but the controls that support the narrative are often better than the "tightest" controls out there. Castlevania (NES) has the entire game developed around the the clunky jump and whip motions you're locked into. The enemy layout and patterns reinforce the controls so that they both compliment the other. Meatboy has the same concept, except the difference is how reactive the controls are. The level design and controls compliment each other to reinforce the narrative that each offers the player. Narrative is essentially how the game portrays itself to the player and how well each component of the game meshes together. Plot, aesthetics, various mechanics, controls, etc. all impact the narrative as a whole.
@ScientistCat
@ScientistCat 7 лет назад
Okami's controls are amazing. Trust me, I'm a scientist.
@1gnore_me.
@1gnore_me. 7 лет назад
the original spelunky had dedicated bomb and rope buttons as well
@lacroixboix
@lacroixboix 7 лет назад
Solid, some points could've had more depth but still great format! Lovin' it.
@pearl3scent
@pearl3scent 7 лет назад
Geometry Dash has the tightest controls ever. ONE BUTTON
@Oxmond
@Oxmond 4 года назад
Great video! Thanks! ❤️👍
@joshiwoshi6955
@joshiwoshi6955 7 лет назад
The Last of Us feels satisfying when you just move around, It has some weight to it but It's not super slow and the animations are really smooth too.
@DeathofHeavens
@DeathofHeavens 7 лет назад
Me i realy like the mouvment in the game Warframe the mouvement in that game realy makes you feel like a space ninja
@Malfrador
@Malfrador 7 лет назад
+1 for Worlds Adrift.
@glasperle77
@glasperle77 7 лет назад
I always felt like super mario 64 has really messed up controlling compared to the nes and snes versions. but in both versions I always have the feeling mario is "too heavy" moving slower.
@thetillerman5538
@thetillerman5538 7 лет назад
I am Bread has by far the tightest controls of any game ever
@zanec14
@zanec14 7 лет назад
What's the name of the music you've got in this video during 3:45-5:02(mostly "Inside" gameplay)?
@ChromeKnives
@ChromeKnives 7 лет назад
LittleBigPlanet has great controls, using almost the whole controller
@agapeloa
@agapeloa 5 лет назад
Hi and thank u ! What's the last game we see (green game boy style) ?
@DustinRodriguez1_0
@DustinRodriguez1_0 7 лет назад
The experimental nature of getting game feel 'right' (that being wherever you want it) has always bothered me, being a software engineer. There should be a sort of 'encyclopedia of game mechanics' which quantifies these things. Grab a bunch of games (hundreds) that you can fairly easily classify into different categories, and then measure them quantitatively. Then you can find what traits the games have in common and where they differ. Break down something like a 'jump' into character speed (defined in pixels per millisecond), length of 'successful' region (how many pixels are there from which a launched jump will succeed), etc. I've been thinking about this for awhile, and there are a lot of factors that could be at play. Once all the data is gathered and some statistical analysis is done (wouldn't need to be anything terribly complicated I expect), you could come up with guidelines that developers could use as a starting point to get whatever 'feel' they want their game to have. Aside from movement and jumping, I'd also like to see (or do) a comprehensive study of turn-based battle mechanics. There are so many different ways to do almost everything in games, and while something like film has a long history of experimental films and analysis nailing down how to achieve certain effects, games have remarkably little information and certainly nothing comprehensive.
@theshanetra1n
@theshanetra1n 7 лет назад
speed runners has fairly fluid controls
@bearknucklesketching9317
@bearknucklesketching9317 6 лет назад
Crash bandicoot 2 & 3... Possibly the greatest platformers in terms of controls!
@epictrash7056
@epictrash7056 8 лет назад
Is this Mario game, in which he is moving on the planet somehow available for PC? and what is it called?
@JoshFTL
@JoshFTL 8 лет назад
Super Mario Galaxy is AMAAAAAZING! I got the video footage from an emulator but it's a Wii game so it's best played on that.
@earthboundkid1
@earthboundkid1 7 лет назад
For me I would pick the GBA version of Mario vs Donkey Kong that game has super silky controls that or flight in super Mario world. The Indy game One Finger Death Punch Also feels great
@Asango
@Asango 7 лет назад
Dark Souls controlls really good, except for input buffering, no idea why they would put that into a game that needs precise timing on every action
@levobertus
@levobertus 7 лет назад
Axiom Verge feels so right
@jimbojones5299
@jimbojones5299 7 лет назад
32k!!! Well done! Regular squad where u at?
@Willbatross_
@Willbatross_ 7 лет назад
I'll probably get a load of shit for this but Black Ops 3 has some seriously satisfying movement
@mogelix3597
@mogelix3597 7 лет назад
4:39 Completely unrelated... HOW COULD YOU NOT DESTROY THE ASH GRAVESTONE! ITS A FREE SHOTGUN!
@mexicanhalloween
@mexicanhalloween 7 лет назад
Dark Messiah had the best fps controls
@mysaramohamed5627
@mysaramohamed5627 7 лет назад
6:37 what is the name of the music please ?
@vitormartins9547
@vitormartins9547 6 лет назад
Hey! Great video. Why don't guys make a basic Platformer Tutorial on Game Maker? Keep the good work. ^^
@gayMath
@gayMath 7 лет назад
Downwell = Best Controls
@gayMath
@gayMath 7 лет назад
Also the N series
@DrumRoody
@DrumRoody 7 лет назад
what about thight graphics on level 3?
@playerguy2
@playerguy2 7 лет назад
Controls? Toribash and minibash. Nothing else to add. They're free and small so you can try em' your self. Oh, and good luck.
@druzybear
@druzybear 7 лет назад
what was the rock climbing game
@strafeae4618
@strafeae4618 7 лет назад
Actually, it's impossible to act in less than a fraction of a second because a fraction of a second can be an arbitrarily small amount of time.
@ratanbharadwaj7564
@ratanbharadwaj7564 7 лет назад
3:46 what is the name of this game? please tell me
@phillard8653
@phillard8653 7 лет назад
grappling hooks... they are easily the best movement controls
@JorgetePanete
@JorgetePanete 7 лет назад
2:52 Am I the one that almost couldn't pass the World 1-1 first goomba?
@DevNils
@DevNils 7 лет назад
haha, I guess I might be one of a handfull of people who recognized line wobbler and knows that the footage is from rezzed 2015 🤓
@larsnordhagen5271
@larsnordhagen5271 7 лет назад
Mario kart 7 and mario 3D feels goos
@nokiasnakes
@nokiasnakes 8 лет назад
Is your desc finished? I feel like you forgot to write after "and"
@JoshFTL
@JoshFTL 8 лет назад
its a mystery!
@Kuichio
@Kuichio 7 лет назад
This... was a good video.
@zachb2046
@zachb2046 7 лет назад
The makers of Little Big Planet should have watched this...
@Flynn217something
@Flynn217something 7 лет назад
Want an example of 'lose controls' ? > Any Unity game. > ever
@lpnp9477
@lpnp9477 7 лет назад
Depends on how it's programmed. And I think you mean 'loose.'
@joonaspenttila201
@joonaspenttila201 7 лет назад
crash 3 warped has great controls
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