The issue brought up about not being able to blow dust off of the maps turned out to be real. This issue has been fixed. Also, while I was at it I made actually blowing into the mic work in addition to pressing A.
So, there's a new patch?
The issue brought up about not being able to blow dust off of the maps turned out to be real. This issue has been fixed. Also, while I was at it I made actually blowing into the mic work in addition to pressing A.
So, there's a new patch?
Does this make the game easier? That fucking flute thing screws me over so hard!
In the long run, Phantom Hourglass and Spirit Tracks are basically the same game, so if someone prefers Spirit Tracks for its more complex patch, then they'll essentially get the same experience, just with a train instead of a ship.
Great patch. Your two patches have made me want to give ST and PH a try again. I did notice something, your PH patch also works with the camera, where it adjusts according to the direction you move/press, but on the ST patch it doesn't. Is the camera handled differently in ST?
I rather like how it works in PH, that way you have a farther view distance for the direction you're moving, to see and react to what you're coming up on. Kind of like how a lot of platformers handle the camera.I hadn't noticed that, but you're right. The games were similar enough that I could implement the patch in a similar way but i guess the camera following link is different in PH. Ideally the camera shouldn't be moving around though since that was really only useful to give you more room to touch with the touch controls.
Well, better playing with a stylus than swinging with the stupid MotionPlus controller -.-Great fan of Zelda here. Not a fan of stylus-based games.
Zelda, in essence, its an action game, and the two ds games, using stylus... unplayable for me.
I was waiting for someone to make a patch since 2011, and you did it. Thank you!
You will need touch for some things like equipmentMy touch screen is busted, is this patch allows me to play this game fully?
or you still need touch screen?
Can you make a patch that disable touch based and use all buttons instead?
The moves that you actually need to do for SS to register what you want are minimal. Maybe you're doing it wrong and overly swinging your hand... ..I never believed to much people that said that controls for this game didn't work at all also, since I've played it a lot and never had big issues myself... just some rare and small nuisancesWell, better playing with a stylus than swinging with the stupid MotionPlus controller -.-
Haven't beat Skyward Sword, because it was annoying... (in the beginning it's awesome, but when you play a bit than it gets very annoying - at least for me)
The moves that you actually need to do for SS to register what you want are minimal. Maybe you're doing it wrong and overly swinging your hand... ..I never believed to much people that said that controls for this game didn't work at all also, since I've played it a lot and never had big issues myself... just some rare and small nuisances
Kinda. In some cases the game is not the problem at all ..it's the guy that's playing not as he should.So what, you think everyone who has those issues are making it up?
Yeah, I can see those things being a problem for some. Don't know if my movements were more precise than normal or if my motionplus that wasn't overly sensitive, but I didn't had much problems on that extend at all.The controls took me a while to get used to. But once I did, the only things that consistently gave me trouble were thrusting and, in certain boss fights, shielding. Good grief. Fast-paced swordplay involving the shield was near impossible when fighting enemies like the pirate captain. the smallest accidental jerk of your other arm would make you thrust when you meant to shield, and vice versa.
If the game's input isn't apparent or simple enough for a huge number of the fanbase to get working properly, then it is a problem with the game's design. 1:1 motion controls are an entirely different animal from traditional button inputs. Traditional button inputs are more of a "0s and 1s" type of thing whereas motion controls are more of an analog type of thing, if that makes sense. Hence, there's going to be a lot more room for input variance with motion controls, and the game needs to be designed around that.Kinda. In some cases the game is not the problem at all ..it's the guy that's playing not as he should.
In others, your nunshock, wiimotionplus may be the issue ...and not the game code.
Yeah, I can see those things being a problem for some. Don't know if my movements were more precise than normal or if my motionplus that wasn't overly sensitive, but I didn't had much problems on that extend at all.
Maybe you're moving your wiimote without even noticing when shielding?