Software-level buffering like this is common, especially in fighting games, but even a very slight additional delay on top of the existing native delay from the emulator may have been too much. If the other button is not pressed within the buffer, just the one that was pressed is sent to the emulator. If the other is pressed at any point within the 50ms buffer window, they are both immediately submitted to the emulator at the same time. The strict timing is particularly noticeable because pressing the fingers down evenly lacks the physical feedback of button switches, which greatly helps in achieving truly simultaneous inputs.īuffering can be used to simulate this physical feedback by adding a delay for singular A/B presses (e.g, 50ms) and waiting for the other to be pressed. Simultaneous inputs are possible without making any modifications to the emulator but are extremely difficult with touch controls. Mobile games should have an additional eye towards accessibility, and this type of frustrating control requirement without a reward won’t be leaving anyone in mobile's general addressable audience feeling excited. In Almost Hero, as an example, A+B is what unlocks the jump kick, which is arguably the most important single move in the game.īy default, the custom emulator we were using does allow an A+B press, the timing just required exacting precision that created a mediocre gameplay experience. In many games, two face button presses are required.
After some iteration and community testing on timing, inputs, and an increase in the total area that you can touch and interact with, we had one final adjustment to make: simultaneous button press timing. Looking at the image above, you’ll see that this game includes local co-op play, something we thought would be fun for mobile as well. Rather than having the games recreated and mobile-optimized, we’re using a custom emulator that, when complete, will allow us a near drag and drop solution for releasing them through these digital storefronts in the future.įor those of you that have played Log Jammers, you know it’s a fast-paced arcade sports game where timing and precise controls are critical for success. We are porting some of our NES games with a partner to distribute on the App Store & Google Play.
Video game streaming with open broadcaster softwareĪlthough the topic of timing and controls is generally reserved for fighting game conversations, we had some unique behind the scenes adjustments lately that we wanted to create a resource for.Using unity bloom to create emission maps.
#BUTTON TIMING APP SOFTWARE#
#BUTTON TIMING APP HOW TO#
See the DateValue, TimeValue, and DateTimeValue functions for information about how to convert a string to a value.Īlso see working with dates and times for more information. The result has no date associated with it. The Time function converts individual Hour, Minute, and Second values to a Date/Time value.
#BUTTON TIMING APP PLUS#
If Day is less than 1, the function subtracts that many days, plus 1, from the first day of the specified month.
If Year is between (inclusive), the function adds that value to 1900 to calculate the year.The Date function converts individual Year, Month, and Day values to a Date/Time value. Converts date and time components to a date/time value.