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Cathadan

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

#1  Edited By Cathadan

@jacksukeru said:

I'm having a lot of issues with them detached, both joy-con, sometimes alternating sometimes at the same time. I can't sit about 2 meters away from the main unit without them either being unresponsive, slow to react to inputs, or losing connection altogether. I've tried moving my phone and (powered off) laptop away without much success. When sitting within one meter of the unit the controllers don't lose connection and are merely unresponsive from time to time. I want to try moving the unit further from the TV but the HDMI cable isn't that long.

Same issues here. (where's the poll option for both of them not working?) Moving the switch base station around to different places seems to make a slight difference in how bad the response time is, but it still made shovel knight completely unplayable in TV mode. If I absentmindedly cross my leg in front of the controller, the ~200ms input lag will increase to multiple seconds of lag, and a joycon will occasionally just give up and turn itself off.

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

So Drew is joining the Twitch overlords too? Kappa

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

I really hope you can turn off the round timer

I played a full match on the show floor at PSX earlier today. The default settings had the round timer set to 90 seconds with no point limit. It was strange seeing scores going into the 20s and beyond, but it allowed some really intense matches and ultimately felt like the right amount of time. Between the two demo stations they had running the game, one had a scanline graphical effect and the other did not. I take that as confirmation that there will at least be settings of some kind, though I didn't see one for myself.

The game itself played pretty much exactly like it does in arcades or on an emulator. There's a bunch of new art for the character and stage selection menus, but in-game is basically unchanged. I know people are worried about potential problems given the track record of DotEmu, but the framerate and input felt pretty much like I expected it to. Any shortcomings this release might have will probably be limited to whatever new online modes they're adding. Simply having an easy and legal way to pull up windjammers and play it with friends locally is enough for me to buy it.

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

This was the moment I realized that I had been a fan of Giant Bomb all along.

Noby Noby Boy

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

Can we add a "super hyper cube" alias to SuperHyperCube pretty please? It's un-findable if you don't know to try without the spaces.

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

Avatar image for cathadan
Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

Following up my issues from before: played an uninterrupted 3 more hours with no crashing after setting lighting to low. (probably unrelated, I also changed to windowed mode at 1080 down from fullscreen at 1440) Everything seems to be smooth sailing so far.

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

#8  Edited By Cathadan

Got it booted up, immediately set lighting option to low given those recommendations going around. Created a character and started immediately crashing to desktop after just a few steps taken from the starting spawn point. Tried putting my shield on my back going 2-hand per some other recommendations and was at least able to make it to the first bonfire without crashing. Still crashed immediately upon respawning there after my next death. On a 780 here running at 1440p. Guess I'm just waiting for a patch.

Edit: someone on neogaf pointed out that the lighting setting doesn't necessarily get saved right if the game crashes, so I booted back up and checked that. Sure enough, it was back on high. Loaded up, put it back on low, saved and quit. Loaded back up again... so far so good after about 10 minutes.

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Cathadan

293

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8306

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12

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Reviews: 2

User Lists: 16

#9  Edited By Cathadan

@00: I used to do exactly that with Yahoo Pipes. Then that got shut down, so I made my own. It's really only useful for people with the technical skills necessary to build and run a Go application (all skills I lost approximately 2 days after getting a working version up and running). If you look at the sample configuration file you'll see an example that gives you exactly what you're looking for.

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Cathadan

293

Forum Posts

8306

Wiki Points

12

Followers

Reviews: 2

User Lists: 16

My first pass with the game left me with a tepid appreciation, but I've really fallen in love with Amplitude over the past few weeks thanks to a high-score feud with a friend of mine. Having online leaderboards is such an important feature for this type of rhythm game, and Harmonix has done a decent job with the implementation here. One improvement I'd like would be to have the option of displaying my score compared to friends at the checkpoints during the middle of a song to get a better idea of how good a run I'm on.

I would have initially been very concerned with the track list having so much in-house Harmonix music on it, but their campaign concept album has ended up being the my favorite music from the game. As unlikely as it would be, I love to see them return to the game this fall or sometime in 2017 with a "season 2" campaign with a new concept album.