Sentences with phrase «analogue stick while»

By twiddling the right analogue stick while in mid-air, different tricks can be performed.
In the game, you control a small ship and it's controlled with the left analogue stick while the right analogue is used to shooting.
You can manoeuvre around the festival using the left - analogue stick while placing and moving items on the map using the touchscreen.
DrinkBox even turns your limited field of view into a feature as you cycle between your opposition with an analogue stick while small icons at the bottom of the screen indicate who's about to attack.
Time also reports that players can control the Arwing with the GamePad's analogue sticks while aiming and firing using motion controls.

Not exact matches

The first two entries on the Nintendo GameCube explored a single - stick lock - on aiming system reminiscent of early Resident Evil while Metroid Prime Hunters on the Nintendo DS explored analogue aiming by manipulating the camera with the touch screen.
The analogue sticks fall nicely under the thumbs, though in our experience, it felt a little too easy to accidentally depress them while rolling them around.
On the other hand, though, the cover system certainly isn't particularly great in comparison to many others out there (coughGearsofWarcough) A simple tap of the A button on the Xbox controller will slam your cell - shaded avatar into whatever wall or chest - high piece of cover happens to be in the immediate vicinity, while another tap of A while pushing the analogue stick in any direction will disengage you from cover — Simples.
If you've played Splatoon, you'll know exactly what to expect; move about with the 3DS» analogue stick, while using the gyroscope to aim.
While I can certainly hold my own using the analogue sticks on the controllers, I would have absolutely loved to see d - pad on Joy - Cons.
The Elite's analogue sticks and D - Pads are designed from durable metal while the real analogue stick sockets are supported by a strong rings.
There are two alternative control schemes that swap around the face buttons and d - pad and an entirely customisable control scheme to change the feel of the controls to your own personal preferences with a southpaw option that swaps the left and right analogue sticks around on any control scheme, while a further option swaps ducking and hopping from the right analogue stick to the left analogue stick.
The DualShock 4 controller only vibrates when the left analogue stick has moved the cursor over an object, although rather strangely it will not vibrate when the touch pad moves the cursor over an object, while there is no light bar implementation which could have produced a separate colour for George and Nico when controlling either character or unique colours for individual inventory items.
Rad Rodgers» presentation is solid with a great user interface across various menus such as the main menu, options menus, help menu, hats menu, bonus menu and various gameplay menus with support for navigation via the left analogue stick, directional pad and face buttons, while using the right analogue stick as an alternative to scrolling through the help menu and tapping the touch pad to move back to the previous menu.
While you're choosing attacks with the left analogue stick, you'll also constantly be steering Igniculus all across the battlefield with the right stick.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
The controls are appropriately mapped to the DualShock 4 controller with the basics of the stand up control scheme consisting of pressing square to throw a left punch; pressing triangle to throw a right punch; pressing X to perform a left leg kick; pressing O to perform a right leg kick; holding L1, L2 or R1 while throwing a punch or performing a kick to apply a technical, body or signature modifier respectively; holding R2 to block opposing punches and kicks to the upper body; holding R2 and L2 simultaneously to block opposing punches and kicks to the lower body; changing the direction of the left analogue stick to manoeuvre your fighter around the cage; changing the direction of the right analogue stick to move your fighter's head; pressing R3 to switch stance; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
There's some occasional radio conversations and video messages to keep it interesting, and you're even provided with an on - board music selection, but I couldn't help noticing my interest drifting onto other things while I held the analogue stick firmly in the «up» position until I got from point A to B at times.
However, the lack of control optimisation can be forgiven due to the fact that important elements of the control scheme including technical and signature modifiers are mapped to L and R respectively, while the potential of re-mapping anything from the rear touch pad to the touch screen in such a technical fighting game could have possibly been more problematic as the player would need to utilise both analogue sticks at times.
The left analogue stick completely pilots your ship, while the right analogue stick shoots.
And while the analogue sticks are also smaller in size, they actually feel great to control with and are quite responsive to my commands.
Machine guns feel week and imprecise, while the cover system utilises the more organic approach of putting you in cover when you simply push into it using the analogue stick, but feels spongy and often fails to work correctly.
There is no touch pad implementation which is a surprise as Crimsonland previously featured the touch pad as an accurate alternative to using R2 or L2 to fire and the right analogue stick for aiming, while there is also no light bar implementation which could have been used to display an alternative HUD as to when your character had earned the chance to perform a particular special move, although there is seemingly no vibration which could have reflected the recoil of your weapon, the force of your character's special move or when your character dies from enemy fire.
The presentation of the game is solid with a great user interface across various menus such as the main menu, character customisation menus, inventory menus, clan menus, settings menus and gameplay menus with support for navigation via the left analogue stick, directional pad and face buttons, while being able to rotate your character with the right analogue stick, although it does not include support for navigation via the touch pad.
The gameplay is very basic and it took a while to get used to not being able to use the left analogue stick to move around, instead having to use the D - Pad, with the left stick being reserved to place objects in your inventory on whatever part you wish to use them on whether that be a key to a door or hitting someone with a fire extinguisher.
There is no gyroscopic, touch pad or light bar implementation which is surprising as the gyroscopic motion sensing functionality could have provided an alternative to the left analogue stick in regards to steering your hydro jet, while the touch pad could have been used as an alternative to activate a boost or swiping in specific directions to perform stunts or alternatively to look behind your hydro jet, alongside the light bar that could have displayed a tone of colour to represent the colour of your team.
There are a variety of gameplay secrets and unlockables such as the ability to unlock Big Head mode by pressing up, up, down, down, left, right, left and right on the d - pad or left analogue stick followed by pressing X on the title screen, while there are a total of nine Easter eggs to collect that are hidden throughout each of the tracks which unlocks a Chicken Head player decal, alongside references including locations, characters and even posters from Vector Unit's other games such as the Beach Buggy series and even their first game Hydro Thunder Hurricane.
It is surprising as the gyroscopic motion sensing functionality could have provided an alternative steering method to the left analogue stick, while the touch pad implementation is under utilised as it only enters into a replay followed by pressing square to select the moment of your flashback after a collision or a general loss of track time.
The presentation of the game is solid albeit the loading screens could have been far more imaginative with a great user interface across various menus such as the main menu, relics menu, outfits menu, settings menu and gameplay menus with support for navigation via the left analogue stick, directional pad, face buttons and touch screen on Vita, although it does not include support for navigation via the right analogue stick and rear touch pad, while the navigation through the menus on the PS4 version rather surprisingly does not include support for the touch pad given that the Vita's touch screen is supported.
You also lose the independent motion control for each fist, as you can only change the angle of one or both with the left analogue stick, which also means you can't move while doing so.
The one problem with this control setup is that it's difficult to fire straight up while jumping if you're using the dual analogue sticks exclusively, and I recommend changing the key mapping from the default to swapping the «jump / boost» and «zoom out» buttons around, but other than that the controls feel tight as hell.
Menu backgrounds focus on Sebastian's office with each set of menus moving the camera to another area of the office, while the right analogue stick pans the camera as though it was from a first - person perspective.
There is no PlayStation Move compatibility, although there are two control schemes with the free mode allowing players to move using the DualShock 4's analogue sticks, while comfort mode projects a transparent Lara Croft to show where in your surroundings you are about to transport to, alongside the ability in both control schemes to utilise the DualShock 4's gyroscopic motion sensing functionality to manipulate objects such as documents to search for clues as to the location of the mastery key to open up more rooms and find the safe combination.
The touch pad could have provided an alternative to the analogue sticks and d - pad in regards to swiping in the appropriate direction to move your character, while tapping the touch pad could have just as easily provided an alternative for the light, medium and heavy attacks or character powers.
While it did make me wish the DS had a 2nd analogue stick at the time, I thought the setting / atmosphere was done very well.
The top shoulder buttons on the controller are used to turn from side - to - side when moving around, while the left analogue stick on goes forward, backward, and strafes.
The music is great, it's a treat to play on Switch's handheld mode (since there's no worry of input lag like you get on modern TVs) and while the analogue stick sections are a bit fiddly, everything else is brilliant.
The left analogue stick is used to shift the map while the right stick serves to zoom as well as rotate.
I was not a big fan of this as the camera angles were often unviewable while moving around during the combat, to change the angle requires you to move your finger from the dodge button to the right analogue stick which can result in a punch in the face from your opponent.
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