Sentences with phrase «aiming cursor»

Where this becomes a problem is that aiming a cursor isn't nearly as precise as actually tapping where you want to go.
So i say janky as in «the feeling for the aiming cursor is a little Janky.
Done right, this could be what helps with immersion of perspective, letting the aiming cursor and gun feel more like an extension of the immediate space rather than just something else disconnected from us.
And I just didn't... I found that the Touch Pad seemed to require more eyeballs on the screen time than standard touchscreen or knob - based controllers, due to the need to aim the cursor or even find it on the screen.
Instagib was reliant on impulsive, twitch reflexes — the ability to aim your cursor with accuracy and click the mouse button a little faster than your opponent.
You can aim a cursor with the right Joy - Con and press ZR to cut through enemies as opposed to just tapping them with the touch screen.
Aim your cursor at the «Libraries» section in the left sidebar, and hit the «+» button.

Not exact matches

It had that same wonky problem a lot of older games had where you could only aim in straight horizontal or vertical lines and couldn't smoothly move your cursor in a circle.
Check out the 1:00 to 3:10 segment here for the way the cursor interpolates whether the player is aiming at an object in the foreground or the background and automatically adjusts accordingly.
The in - game menus are indeed functional, albeit convoluted, and players are in fact able to switch between aiming with the new cursor + dot system or the traditional laser sight.
You'll constantly try to place your cursor (which looks much like one would expect to see on a PC) on a tile just to have it sale way past the tile you were aiming for.
Through your airship / cursor you get to pick a tower, aim it with the handy targeting reticule and attack pattern display, and fire it.
Cursor aims to build a thriving game cluster in the South - East Finland and we want to create a whole ecosystem around the game development community.
You shoot at enemies by aiming an on - screen cursor and firing, and each player is given one that uniquely shaped and coloured to prevent confusion.
The controls are well mapped to the DualShock 4 controller by updating the controls for every season to that of A New Frontier with the control scheme consisting of pressing X, triangle, square or O to perform actions, start a conversation with a person in your group or to choose a response in a conversation with the buttons being clearly marked towards the bottom of the screen; pressing R2 to run or perform fight actions when defending yourself; pressing up or down on the d - pad to look at your inventory; mashing certain face buttons such as X, triangle, square or O when in one - on - one encounters with walkers; changing the direction of the left analogue stick to move around cover in a tight situation or walking around as you explore the environment during your search to find people and supplies; changing the direction of the right analogue stick to move the cursor around the environment for you to investigate and observe certain objects and items of importance as well as deciding who to start or continue a conversation with or even positioning your aim when you are about to defend yourself from a walker; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The control scheme consists of pressing X, triangle, square or O to perform actions, start a conversation with a Fable or to choose a response in a conversation with the buttons being clearly marked towards the bottom of the screen; pressing R2 to run or perform fight actions when defending yourself; pressing L2 to show selectables or to perform fight actions; pressing up or down on the d - pad to cycle through your inventory; mashing certain face buttons such as X, triangle, square or O when in one - on - one fights with Fables as the buttons are randomly generated each time you play; changing the direction of the left analogue stick to move Bigby as he walks around to explore the environment; changing the direction of the right analogue stick to move the cursor around the environment for you to investigate and observe certain objects and items of importance as well as deciding who to start or continue a conversation with or even positioning your aim when you are about to defend yourself from a Fable; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The controls are well mapped to the DualShock 4 controller by retaining the improvements from the second season with the control scheme of Michonne consists of pressing X, triangle, square or O to perform actions, start a conversation with a person in your group or to choose a response in a conversation with the buttons being clearly marked towards the bottom of the screen; pressing R2 to run or perform fight actions when defending yourself; pressing up or down on the d - pad to look at your inventory; mashing certain face buttons such as X, triangle, square or O when in one - on - one encounters with walkers; changing the direction of the left analogue stick to move around cover in a tight situation or walking around as you explore the environment during your search to find people and supplies; changing the direction of the right analogue stick to move the cursor around the environment for you to investigate and observe certain objects and items of importance as well as deciding who to start or continue a conversation with or even positioning your aim when you are about to defend yourself from a walker; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Namely, an uber - violent, top - down shooter with retro - inspired graphics in which you kill enemies by aiming at them via a cursor a few in - game feet in front of you.
Spells travel towards where the player aim their mouse cursor, and can be avoided by enemy players, making every ability dependent on individual player skill.
This caused the most problems during gameplay when the aim changes from a typical first or third person style to one where the cursor moves away from the center of the screen (essentially any time when you go from normal gameplay to where you are aiming paint or thinner).
Hold L trigger to aim and the game will switch over to an over the shoulder view with a slightly bigger targeting cursor.
It's you aiming, and not a cursor.
Even while aiming, the targeting cursor is quite small and I had a few problems with it getting lost among white building walls, but it can be seen well for most areas despite that discrepancy.
The aim of the game was to sweep your cursor over as much of the screen as possible, snagging as many enemies as possible.
By aiming and throwing one into the center of its core (it's easy, since your cursor locks onto it), you can activate the power and then flip a switch to get through a doorway or activate a secondary turret.
Aim skill - shots and dodge projectiles with the use of WASD movement & cursor — based aiming.
This means that I often can't run in a straight line or aim with any accuracy and navigating menus is a pain because the cursor keeps zooming to the left.
If you want to slow down your cursor each time you aim a sniper rifle, for example, you're out of luck.
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