These joy-con have a problem, and it’s not just the sticks.
The screws holding these things together are really flimsy, to the point where the head of the screw is wearings away with each turn.
I know that the screws are small, but surly they shouldn’t be that soft a metal.
O_O For goodness sake, the screws on the back of my switch are starting to rust!
How cheap are they?
Got the new stick working, just need to go out and find new screws for this mess.
May also try and find a new back cover (mine has a crack).
It’s gotten to the point where the drift is effecting the buttons.
For any one who doesn’t know what joy-con drift is:
- It starts off as your sticks slightly moving on there own once in a while.
- Then it will flings the analogue sticks randomly in one direction (a fiddle of the stick will fix it).
- It will get to a point where you have to fight the movement in order to reach the calibration menu (a quick temporary fix).
- When analogue sticks no longer has a still siting position you can’t calibrate them anymore, meaning that you are screwed! *The calibration won’t work because the stick will not fling back in a straight line….that and it takes a long time for the stick to rest its sitting position.*
T-o I have no choice but to perform surgery on them (I really don’t want to).
*Both of them have this problem.*
I have done my time with this series….and I want that time back.
‘Pokémon Rumble’ was a ‘wii ware’ title from 2009.
This lead to the creation of ‘Pokémon Rumble/Super Blast’ on the 3ds, which came out in 2011 to a resounding, MEH.
Then we move into 2013 with the release of ‘Pokémon Rumble U’, which bombed hard! I don’t think anyone really wants to remember that this game exists. The only note worthy thing to be attached to this game is that it created the precursor to amiibo. *It had a physical release.*
‘Pokémon Rumble World’ was originally released as a free to start game in 2015 for 3ds download. You would have to wait for the timer to go down or pay for the other sections of the game. Even if you paid for the full game you would still have to wait for timers, however you would have a lot more worlds to play in while it was timing down. *Eventually it was given a physical release*
After this ‘Pokemon quest’ came out for the switch/phones in 2018, a spiritual successor to the ‘rubble’ line of game. It gave all of the models a redesign and added a skill tree for more tactical battling.
Now we are in 2019, and for some unknown reason they abandoned ‘Quest’ to bring back ‘rumble’.
Is there just someone at ‘The Pokemon Company’ who is obsessed with this series?
I was thinking about Sun/moon and it load screen between the map and the battles take a while to load……then it hit me.
The reason why there is nothing in this open areas is purely because of lag. In other games you tend to load battles on the same layer as the map to cut down on load time…not Pokemon. They have to load up an entirely new screen each time you come in contact with a Pokemon (for easily lazy layering).
O_O How bad it this going to lag when you have multiple people on one map entreating load zones?!
The game already struggles to load Pokemon onto the field; the distance pop up in the demo was very distracting.
In order for this to work on any level game-freak will have to start programming the moves with the models, not just simply layering one move on every model during the fight.
*This need explaining: The move activates the file in the load zones, because each model in the same locations you can simply layer it based on the perimeter, Its basically an inadvisable box that sets all the models to the same size (saves on programming time). what you really want is for the move to be layered with the model. Pokemon model are currently pointless during battles far as programming is concerned (you may as well just have two squares there)*
This will allow battle to take place on the open fields (no more battle load zones). isn’t this what Pokemon was striving for with the sun/moon layout, a battle in a 3d open space that doesn’t take you out of the game world?
It makes me wonder if there going to pull this sprat loading screen nonsense for Pokemon refresh (if they add it). Just let me have the Pokemon I want on field, pan the camera to the model, and let me pet it!
*This is what happens when you make too many models and have too many short cuts, it will eventually bite you in the butt.*
You can still do short cuts, the animation for a breath attack doesn’t need to change and most status attacks can still use the one file. You just need to make sure the model is using the power from the correct locations for its body type.
It’s the way I can see this working for the size of there team is that they start from Generation 1 and add the rest as DLC packs, or a new generation game (like a starter pack). *You only want a particular gen, buy that game.*
I would rather have BETTER ANIMATIONS then this outdated mess this game is currently in.
*I would buy a ‘switch lite’ just to play a huge Pokemon game.*
It sounds like game-freak need to hire less designers and more programmers/animators.
The towns looks amazing, the game play doesn’t.
I’m not talking about bind positivity, that’s just dumb. You can’t just plunge your head into the ground and pretend nothing is wrong (your no better then other side of the argument).
Let’s get the silly positives of the way first.
- It looks like it can run faster then 15 fps. *let’s just say I was worried it had broken my 3ds on multiple occasions.*
- Hopefully I can turn the game off without having to wait 1 minute (the handheld needed a lot of cool down before the power could turn off). To be fare the PS4 needs a little bit more time to turn a VR games off then a normal game.
- I won’t have to stare at a black screen after every fight.
I’m one of those poor souls that had a horrible time with Pokemon sun/moon (it should have been marketed as a ‘New 3ds’ game).
- They isolated mega/z moves by turning them into dynamax/gigamax.
- There not telling you what moves to use in battles.
- Pokemon in the wild areas are there correct sizes.
- Colosseum battles.
- I’m hoping Pokemon refresh comes back in some form.
- Pokemon following you.
- side activities.
- Different types of battles.
- Night and Day.
- Change your skin colour.
- Custom pokeballs.
- Pokemon dress up.
- Having the type chart in the game.
- An option to turn on/off the move hints (tells you what move are effective).
- open fields instead of boxes.
- To send my box Pokemon out of little side missions.
I personally think that the reason why so many people have been focused on the negative is because game-freak hasn’t really shown anything new.
- dynamax/gigamax is nothing more then a reworking of mega/z moves, the only difference is that they made the models big.
- You have a huge open field that is nothing more then glorified route (designed to make you level grind before reaching the gym).
- All of the Pokemon seem to walk around like zombies.
I’m exited to see the size of some Pokemon…..but that’s about it.
Game-freak really needs to show something mechanical. It would give everyone something to talk about (I would be happy if they just showed off some of sizes compared to the trainer).
I’m also looking forward to reading the pokedex. *The person who writes these isn’t getting paid enough.*
This is really starting to piss me off, THIS GAME ISN’T HARD TO PROGRAM!!! If we are talking about the open fields and models moving/being generated you are of to talk about difficult programming, however, if your talking about the battles system PISS OFF.
A Pokémon battle at its core is just one long algebraic formula with different value being swapped in and out. The reason why there are no unique animations is because it’s easier to set one animation for everyone then having to set individual Responses.
This is how it would work:
- Pokémon name – loads model
- With model – loads numbers
- Model has a standing animation and 3 battle animations
- One of the 3 animations is assigned to a move
- Move is activated and the model moves
- Game then layers attack over the model animation
- After that pointless display, the numbers are added up in order to calculate the impact on the other Formula that you are fighting.
There is literally nothing complicated about programming these battles.
When it come to the CAD (computer aided design) there really should’t be a problem. “They had to remake all the models” …. WHY?Iit would be extreme waste of resources seeing as they already have 807 completed 3d models.
It would of actually have been harder to design for old Pokemon games like black and white due to it needing 3 individual frames for every sprite (to create the illusion of animation). You would also have to make an individual back sprite for every model.
The sounds that come from Pokemon are really dated…. to a ridicules degree now. With each generation of hardware Pokemon have been getting better sound files….however they never update the old ones. What we have here is 20 year of different levels audio quality being randomly toughen at you (to call it jarring would be an understatement).
Pokemon could have easily have done this with the spites, but they didn’t.
Pokemon battles in the stadiums look amazing, you really to get a good idea of how tall each of these monster are in comparison to each other… but they just can’t get rid of that invisible wall problem. In a fighting you kind of need to feel like you character is making contact with the enemy…in Pokemon it feels like your two holograms not really occupying the same space.
e.g In the first splatoon concert they had both Callie and Marie appear on stage together, the problem was they couldn’t interact because they were being generated to different screens. In the second concert with pearl and marina they point of have the two walk past each other in order to show they were sharing the same space.
If Pokemon really wants a future in 3d modelled games it need to find a solution to this problem (I would have no problem with Pokemon being missing if this was the reason).
Unlike other Pokemon games in the past we have now entered into a generation where games can be patch easily. So claiming the issues having anything to do with balancing is a thing of the past (you just adjust as needed).
As soon as the confiscation goes into integrating models into a 3ds space my knowledge of program goes out the window. I only know how the coding for how each action is performed, I’m not too familiar with the coding for how each 3d model is programmed to react in the world….I would’t image that every model is programmed that way.
The bigger the world the more complicated it is to keep track of everything.
Pokemon Battles are nothing more then layering, you don’t have to worry about any of the other complication that come with having a model in a 3d space.
I don’t believe game-freak should be getting praise so anything in this game.
“They have an moving camera” This has been a slandered thing in 3d open world games for years.
“Pokemon are being generated on the same layer as my character” This has been a standard thing in 3d open world games for years.
“I can walk around on a wide open map.” This has been a standard thing in 3d open world games for years.
“Your just being entitled!” These things have been STANDARD in 3d open world games for years.
We are entitled to a 3d open world game that has standard open world features that have been there for years. Why would we want the world of game development to go backwards? If you learn that something didn’t work in old games you fix it in future games (that becomes a standard, something that is expected to be there).
T-o The amount of studying involved with learning the history of programming must be a nightmare (YAY for contextual studies class).
There is one impotent line I used to say to myself when studying, “I can’t know about something I don’t know about.” This was me favourite line to response to a teacher with when they say, “Go research this.”
We have no books on the subject, are internet was restricted and the curriculum had one answer (even if wrong) that we all had to find…. how are you supposed to win in that situation?
My point is that if your a game studio/developer you need to constantly be listening to everything around you in order to learn things that didn’t even cross your mind. Why go though the process of falling into every hole when someone ells has already found/solved them for you?
Isolating yourself just creates an echo chamber, where nothing can improve purely because you can’t see that anything could be wrong/outdated.
I feel a lot better now after that rant. XD
Plus it gave me an excuse to practice writing for longer periods of time.
As someone who like playing there switch in handheld….I’m not that impressed.
Things I like:
- I don’t have to worry about the joy-con slipping off.
- equal weight distribution.
- The heat vent is WAY larger.
- The smaller controllers look easier to cup my hands around (That extra 2cm of wasted space on the joy-con is very noticeable in handheld mode).
Things I don’t like:
- joy-con plastic feels flimsy (I don’t know how I feel about having an entire console encased in it).
- “If a game supports Joy-Con functions such as HD rumble, IR Motion Camera and Joy-Con motion sensors, some features will not be available using Nintendo Switch Lite alone.” Is this referring to the gyro? If so, Splatoon (a game I play a lot in handheld) is going to be difficult to play.
- Replacing the sticks is going to be a nightmare.
Those are just my quick thoughts.
I have played though ‘super mystery dungeon’ and i’m about to beat ‘mystery dungeon explorers of time’.
I was really worried replaying these games due to the fear of them not living up to how I original viewed it.
super mystery dungeon: It had good ideas, too bad that the game was poorly programmed. Don’ get me wrong, this is by far the best game when it come to engagement with the game play. The problem stems from the game having horrendous power balancing issues along side nonsensical RNG (random number generator).
Just like the original ‘mystery dungeon red/blue’ this game feels like it could have been cable of so much more.
It felt like it was hampered by:
- what the 3ds was capable of.
- The size.
- Time constraints
There are loads of world destroying Pokemon, have some fun with the many different stories you could tell (Instead of giving me a tree of friend dungeons create a tree of expletive stories). You could even tie it all together with a story like:
A human collected every Pokemon, but they were treated as nothing more then trophies in there collections. You must now journey out and meet every Pokemon you mistreated in order to return back to your world.
Plot twist, by helping each Pokemon with there problems you are setting them free in your world. This creates conflict in the main lead when they have to set a legendary free into help his new world expand.
You could even work in the building mechanics from ‘gates to infinity’.
I could easily write a story for this game!
mystery dungeon explorers of time: After playing this again I can see exactly what ‘super mystery dungeon’ was trying to copy with its story. I think the reason why this game stands out from the two 3DS games is that it feel like it was the complete vision of ‘mystery dungeon red/blue‘. Unfortunately for the first game ‘mystery dungeon red’ had to be playable on a GBA (gameboy advance), while ‘mystery dungeon blue’ is a DS game.
I found myself getting more into the story thanks to the sprite being so simple, it forced me to imagine what was going on. With the 3d games that’s a a lot harder to do thanks to the emotionless models, they still show to a small image of what there feeling in a box…. but you can clearly see from the models that nothing is actually happening.
My next game to play is ‘gates to infinity’….at least the music is good.