I dont care as long as it works and this is a Nintendo controller we are talking about...fog wrote:But if that is the case then why do the official Wii Channel videos show the on screen pointer based on the Wiimotes position relative to the sensor bar and not the screen.disciple wrote:I don't believe that the remote has to be pointed at the sensor. If it does I reckon it's because it's not been calibrated.Roobarb wrote:More confirmation that the Wiimote's centre is when pointed to the middle of the bar, not the screen, as fog said.2old2play wrote:This was where the Wiimote became tricky. You must point the controller at the sensor bar and not the TV and I found myself struggling to locate my center. Taller people gaming with a low sensor bar will make things much harder because you must turn your wrists down in order to get a center spot on the monitor
I can't believe Ninty haven't calibrated for those vids if the option is available.
As said earlier, they have positioned the sensor bar as close as physically possible to the screen to reduce the effect, but it's still there.
One minute people are saying the Wii doesn't need any calibration, the next they are saying things clearly aren't calibrated properly. Which is it? Does the Wii have calibration, which we would imagine it needs, or doesn't it? What's the official word?
Official Nintendo Fanboy Smugness & Gloating Thread
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Which videos specifically? Looking at the official Wii channel videos posted a few pages back the pointer seems to be pointing right at the screen.fog wrote:But if that is the case then why do the official Wii Channel videos show the on screen pointer based on the Wiimotes position relative to the sensor bar and not the screen.disciple wrote:I don't believe that the remote has to be pointed at the sensor. If it does I reckon it's because it's not been calibrated.Roobarb wrote:More confirmation that the Wiimote's centre is when pointed to the middle of the bar, not the screen, as fog said.2old2play wrote:This was where the Wiimote became tricky. You must point the controller at the sensor bar and not the TV and I found myself struggling to locate my center. Taller people gaming with a low sensor bar will make things much harder because you must turn your wrists down in order to get a center spot on the monitor
Post the paticular video and I'll have a look, as I say, in the videos I looked at the controller seemed to be pointing right at the screen.fog wrote:I can't believe Ninty haven't calibrated for those vids if the option is available.
As said earlier, they have positioned the sensor bar as close as physically possible to the screen to reduce the effect, but it's still there.
I said I don't believe that the remote has to be pointed at the sensor. I don't know for sure either way. I'm just taking an educated guess and saying what I think, not stating fact.fog wrote:One minute people are saying the Wii doesn't need any calibration, the next they are saying things clearly aren't calibrated properly. Which is it?
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Darkflame wrote:Yes, I just hope they arnt stuck in Wii-sports style all the time.
Its just charecter feature data, so it can be done in any style to fit the game.
It would be really cool to bring your remote over to a friends house to play their game, and see your charecters in a new form.
When I saw this picture

I had visions of the Rayman RR high score table being populated with Rabbid versions of your Mii. I don't think that's the case, but hopefully the idea will occur to other developers.
Consider also that the Mii data is almost certainly just a series of simple numbers; eye type 3, colour 4, separation +2, height +5 - it's the Mii gene, if you like. In principal you could get the values for two Miis, then average them to "breed" them. If you breed Miis of your parents, will it look anything like you? With some breeding and a little random genetic mutation you could create a whole family of distinct but related Miis.
And there's your next zombie game. Wander into a house and you'll not only find a family of zombies, but they'll actually appear to be your friends and their (algorithmically generated) relatives.
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Take a look at my art and t-shirts
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It's been known for months that the Wiimote doesn't work like a light gun (points exactly where you aim physically) in at least Metroid Prime, Red Steel and Zelda, instead it tracks the movement on screen like a mouse cursor. I see no reason why it couldn't be calibrated to the corners if the developer wants it like that. Personally, I think the difference will not be important when sitting in a sofa and moving the controller 0-1 cm at a time.
Chill out people, many great games coming our way.
Chill out people, many great games coming our way.
Funny article, welcome to the world of video game journalism.

Brain error, k, thx.
BUTTON MASH!

"Wot you trinna say?"If the sensor bar is placed to low, like on some people's home TV stands, aiming will become almost impossible. The stand that holds my plasma HDTV is already low profile so when watch TV the monitor is at eye level while I sit. If I was to place the sensor below my TV, in its current position, I would have to aim my wrist almost at my feet just to get a center view with the remote. On the other hand, if I was to place the bar on top of my TV I would be aiming at the ceiling just to hit something. Because the Wiimote is so sensitive, you really need to the bar as close to your arm level as possible for the best performance. For people like me, this may prove to be impossible without a new stand.
Brain error, k, thx.
BUTTON MASH!
Of course not.Samus wrote:It's been known for months that the Wiimote doesn't work like a light gun (points exactly where you aim physically) in at least Metroid Prime, Red Steel and Zelda, instead it tracks the movement on screen like a mouse cursor. I see no reason why it couldn't be calibrated to the corners if the developer wants it like that. Personally, I think the difference will not be important when sitting in a sofa and moving the controller 0-1 cm at a time.
Chill out people, many great games coming our way.
But i think...if you wanted to stand up for a game...it would be better if it was roughly allighed to the center of the screen as the "zero point".
Seems just a software thing to me, dont see why developers or the system dosnt have it...if it dosnt.
It might just take the initial position when turned on as nutral, for instance.
I had visions of the Rayman RR high score table being populated with Rabbid versions of your Mii. I don't think that's the case, but hopefully the idea will occur to other developers.
Consider also that the Mii data is almost certainly just a series of simple numbers; eye type 3, colour 4, separation +2, height +5 - it's the Mii gene, if you like. In principal you could get the values for two Miis, then average them to "breed" them. If you breed Miis of your parents, will it look anything like you? With some breeding and a little random genetic mutation you could create a whole family of distinct but related Miis.
And there's your next zombie game. Wander into a house and you'll not only find a family of zombies, but they'll actually appear to be your friends and their (algorithmically generated) relatives.
Fantastic ideas there!
-
want to read eye-wateringly bad stories? No? Ok.
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The top selling games in Japan from January to June of this year:
1- New Super Mario Brothers (Nintendo, DS): 3.09 million copies
2- Motto Otona no DS Training (Nintendo, DS): 1.53 million copies.
3- Winning Eleven 10 (Konami, PS2): 1.04 million
4- Otona no DS Training (Nintendo, DS): 900,000 copies.
5- Oideyo Dobutsu no Mori (Nintendo, DS): 870,000 copies.
6- Tetris DS (Nintendo, DS): 840,000 copies.
7- Final Fantasy III (Square Enix, DS): 730,000 copies.
8- Otona no DS Training Eigo (Nintendo, DS): 670,000 copies.
9- DS Oryori Navi (Nintendo, DS): 500,000 copies.
10- Tamagochi no PuchiPuchi Omissetchi (BNG, DS): 500,000 copies.
1- New Super Mario Brothers (Nintendo, DS): 3.09 million copies
2- Motto Otona no DS Training (Nintendo, DS): 1.53 million copies.
3- Winning Eleven 10 (Konami, PS2): 1.04 million
4- Otona no DS Training (Nintendo, DS): 900,000 copies.
5- Oideyo Dobutsu no Mori (Nintendo, DS): 870,000 copies.
6- Tetris DS (Nintendo, DS): 840,000 copies.
7- Final Fantasy III (Square Enix, DS): 730,000 copies.
8- Otona no DS Training Eigo (Nintendo, DS): 670,000 copies.
9- DS Oryori Navi (Nintendo, DS): 500,000 copies.
10- Tamagochi no PuchiPuchi Omissetchi (BNG, DS): 500,000 copies.
Alarm wrote:The top selling games in Japan from January to June of this year:
1- New Super Mario Brothers (Nintendo, DS): 3.09 million copies
2- Motto Otona no DS Training (Nintendo, DS): 1.53 million copies.
3- Winning Eleven 10 (Konami, PS2): 1.04 million
4- Otona no DS Training (Nintendo, DS): 900,000 copies.
5- Oideyo Dobutsu no Mori (Nintendo, DS): 870,000 copies.
6- Tetris DS (Nintendo, DS): 840,000 copies.
7- Final Fantasy III (Square Enix, DS): 730,000 copies.
8- Otona no DS Training Eigo (Nintendo, DS): 670,000 copies.
9- DS Oryori Navi (Nintendo, DS): 500,000 copies.
10- Tamagochi no PuchiPuchi Omissetchi (BNG, DS): 500,000 copies.
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Take your pick. Any where you can clearly see the angle of the Wiimote.disciple wrote:Post the paticular video and I'll have a look, as I say, in the videos I looked at the controller seemed to be pointing right at the screen.fog wrote:I can't believe Ninty haven't calibrated for those vids if the option is available.
As said earlier, they have positioned the sensor bar as close as physically possible to the screen to reduce the effect, but it's still there.
This is as clear as any. Pause it after about 8 seconds when the on screen pointer is on the arrow at the bottom of the screen and see where the Wiimote is pointed. Then check this relative to the sensor bar stuck just below the screen.
http://uk.wii.com/movies/newschannel/
Exactly right.Darkflame wrote:Of course not.Samus wrote:It's been known for months that the Wiimote doesn't work like a light gun (points exactly where you aim physically) in at least Metroid Prime, Red Steel and Zelda, instead it tracks the movement on screen like a mouse cursor. I see no reason why it couldn't be calibrated to the corners if the developer wants it like that. Personally, I think the difference will not be important when sitting in a sofa and moving the controller 0-1 cm at a time.
Chill out people, many great games coming our way.
But i think...if you wanted to stand up for a game...it would be better if it was roughly allighed to the center of the screen as the "zero point".
Seems just a software thing to me, dont see why developers or the system dosnt have it...if it dosnt.
It might just take the initial position when turned on as nutral, for instance.
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fog wrote:Take your pick. Any where you can clearly see the angle of the Wiimote.disciple wrote:Post the paticular video and I'll have a look, as I say, in the videos I looked at the controller seemed to be pointing right at the screen.fog wrote:I can't believe Ninty haven't calibrated for those vids if the option is available.
As said earlier, they have positioned the sensor bar as close as physically possible to the screen to reduce the effect, but it's still there.
This is as clear as any. Pause it after about 8 seconds when the on screen pointer is on the arrow at the bottom of the screen and see where the Wiimote is pointed. Then check this relative to the sensor bar stuck just below the screen.
http://uk.wii.com/movies/newschannel/
Hmmm yeah, I was gonna suggest that the console didn't have the OS and calibration was in the OS but these are demoing the OS.
Seems a bit odd to be honest since surely it's just an offset and the relative position could easily be adjusted for.
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Yeah it does sound easy to adjust for but, as it isn't even done on the Wii Channels, I'm assuming there's some technical reason why it can't be.disciple wrote:fog wrote:Take your pick. Any where you can clearly see the angle of the Wiimote.disciple wrote:Post the paticular video and I'll have a look, as I say, in the videos I looked at the controller seemed to be pointing right at the screen.fog wrote:I can't believe Ninty haven't calibrated for those vids if the option is available.
As said earlier, they have positioned the sensor bar as close as physically possible to the screen to reduce the effect, but it's still there.
This is as clear as any. Pause it after about 8 seconds when the on screen pointer is on the arrow at the bottom of the screen and see where the Wiimote is pointed. Then check this relative to the sensor bar stuck just below the screen.
http://uk.wii.com/movies/newschannel/
Hmmm yeah, I was gonna suggest that the console didn't have the OS and calibration was in the OS but these are demoing the OS.
Seems a bit odd to be honest since surely it's just an offset and the relative position could easily be adjusted for.
And not knowing how the Wiimote works and whether it knows information like how far away from the sensor bar it is, it's difficult to speculate what that reason might be.



