Why the frick were tank controls a thing? Most games in 2D have always had the movement relative to the camera.

Why the frick were tank controls a thing? Most games in 2D have always had the movement relative to the camera. Couldn't they figure that they can do the same thing but with 3D?

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  1. 7 months ago
    Anonymous

    bro shut up

    • 7 months ago
      Anonymous

      yeah agreed shut up you fricking idiot moron delete your thread and shove a wad of used toilet paper up your hole

  2. 7 months ago
    Anonymous

    >more realistic
    >doesn't frick you over when you have automatic camera changes like in Alone in the Dark and clones
    >filters double digit IQ

    • 7 months ago
      Anonymous

      >>more realistic

      • 7 months ago
        Anonymous

        Moves like a robot which begs the question why there is no indie game that brings back tank controls but with an actual robot character. That would have charm out of the gate

        • 7 months ago
          Anonymous

          It exists and it's called Armored Core and you homosexuals still cry "but the contwols are too hawd!".

      • 7 months ago
        Anonymous

        skill issue

      • 7 months ago
        Anonymous

        1ccgay you're terrible at games

      • 7 months ago
        Anonymous

        >misses an easy jump
        >blames the game

        Classic /vr/

  3. 7 months ago
    Anonymous

    Its been tested that people who have problems controlling a character from an angle that contradicts their point of view, have lower iq's. You can Google it if you don't believe me

    • 7 months ago
      Anonymous

      ha tricks on you I can't even google

  4. 7 months ago
    Anonymous

    Honestly, though tank controls are fine they are unnecessary in a game that doesn't have fixed camera angles. Sidestepping is very much a real thing for basic locomotion unless you're a cripple on a wheelchair.

  5. 7 months ago
    Anonymous

    what if every game controlled the same from the very beginning until the end of time
    how completely boring

    • 7 months ago
      Anonymous

      He doesn't know this, but that's secretly what he wants. All controls to a homogenous scheme never to be deviated from.

  6. 7 months ago
    Anonymous

    >Most games in 2D have always had the movement relative to the camera.
    Play some Asteroids, kid.

  7. 7 months ago
    Anonymous

    Do zoomers really get filtered by tank controls? they're like the easiest thing ever.

  8. 7 months ago
    Anonymous

    Because the ps1 controller didn't originally have sticks.

    • 7 months ago
      Anonymous

      Crash Bandicoot (1996) had regular controls. You’re in denial for tanks being horrendous and also for being gay

      • 7 months ago
        Anonymous

        Crash's gameplay works with a d-pad since you're running down a hallway. It doesn't have a full 3D world like Croc.

        • 7 months ago
          Anonymous

          Crash is 3D you fricking moron

          • 7 months ago
            Anonymous

            He said 3D world you double moron.
            Crash is extremely linear so camera position doesn't matter. Croc's camera does matter because you move around in all directions as the world is explored in all directions and is open and wide. Frick you, you illiterate gorilla Black person.

            • 7 months ago
              Anonymous

              You can move in all directions in Crash too, lmao

            • 7 months ago
              Anonymous

              MediEvil and Spyro work perfectly fine with the D-Pad without the tank controls, doofus

        • 7 months ago
          Anonymous

          How is this an argument? You can also play Mario 64 on a controller.
          Croc also came out for PC which absolutely did not have an analog controller.

          • 7 months ago
            Anonymous

            >on a controller
            on a d-pad*

          • 7 months ago
            Anonymous

            Crash isn't a traditional 3D platformer like Mario 64. The levels are corridors and the object placement is very grid-like. 8 directions work perfectly fine for a game like Crash.
            It doesn't have moments in Mario 64 where you might need to walk across a thin board at an arbitrary angle. With a stick you just press that direction, but with a d-pad you need to do a weird tap dance or re-angle the camera. With tank controls you could angle your character and press forward.

            What it comes down to is that control schemes for 3D platformers were experimental on the PS1. Some devs thought being able to angle your character in 360 degrees with only a d-pad was important so they implemented tank controls, but others did not.

            • 7 months ago
              Anonymous

              >The levels are corridors and the object placement is very grid-like
              So what? Level design has nothing to do with the directions a character in a 3D game can move. Croc also has corridor levels you pedantic moron.

              • 7 months ago
                Anonymous

                >Level design has nothing to do with the directions a character in a 3D game can move.
                It affects how devs will implement character movement, dumbass.

              • 7 months ago
                Anonymous

                Every crash platformer plays the same including the later ones on the PS2 with wide open stages and lots of verticality like Twinsanity.
                You dumb fricking catposting troony.

              • 7 months ago
                Anonymous

                And none of them use tank controls. What the frick are you mad about?

          • 7 months ago
            Anonymous

            >PC which absolutely did not have an analog controller.
            zoom zoom

            • 7 months ago
              Anonymous

              The PC version of croc literally didn't ship with analog control support, moron. I'm talking about the game, not the platform.

  9. 7 months ago
    Anonymous

    >Why the frick were tank controls a thing?
    Because the PS1 didn't have sticks

    Not sure why it took so long for someone to give you this obvious correct answer

    /thread

  10. 7 months ago
    Anonymous

    Tank control just make logical sense for 3D maneuvers. I've seen people struggle with full dual analog movement as well, since they think you flick the sticks instead of gradually tilting.

  11. 7 months ago
    Anonymous

    croc

  12. 7 months ago
    Anonymous

    >Early 3D platformer designed mostly before most consoles had analog sticks has awkward ass controls
    That's what happened

  13. 7 months ago
    Anonymous

    The tank controls definitely work the best and the game is designed around it. Not the most fun, but it works well. The analog controls on the other hand, it's like Mario if he shit his pants. Croc turns like an 18 wheeler and platforming becomes way less precise. Shame too because maybe it would have been a fun way to play if they did it right. At least it was included at all as an extra if you had the right controller

  14. 7 months ago
    Anonymous

    >Most games in 2D have always had the movement relative to the camera.
    Name some that don't.

    • 7 months ago
      Anonymous

      I can't think of any where you play as a character (with legs) though feels like there should exist some. There's plenty of top-down vehicle games where you steer relative to the vehicle though, and not relative to the screen. Asteroids, Gravitar, Thrust, Pirates!, Star Control, Bolo, Micro Machines to name a few.

  15. 7 months ago
    Anonymous

    Lel at the Tank Controls Defence Force all over this thread
    >Noooo you can't make fun of my childhood control scheme that was there because the controllers didnt have analogue sticks yet
    Kek

    • 7 months ago
      Anonymous

      >Lel
      >Has to cope because low IQ and can't into tank controls
      You have to go back

      • 7 months ago
        Anonymous

        Thanks for proving my point
        >Boohoo they are making fun of my childhood game that was my only comfort after dad went out to buy some milk one night and never came home again.
        Kek

        • 7 months ago
          Anonymous

          And again, if you're crying over tank controls you're a moron. Nobody is whining except OP. Everybody else is saying you're just too stupid, which is true.

          • 7 months ago
            Anonymous

            I never said I cried over them or are unable to handle them, just that there are better alternatives that some don't seem to grasp when its pointed out.
            Its like claiming people are moronic when they prefer a mouse over a right analogue stick in fps games. Thats just moronic.

  16. 7 months ago
    Anonymous

    If you can't handle "tank controls", you can't handle games. Don't know why you don't just take up watching Netflix if having to move a character around is going to make you shriek.

  17. 7 months ago
    Anonymous

    tank controls were shit but not being able to adapt means you're an idiot

  18. 7 months ago
    Anonymous

    Analogue sticks and their use were not yet ubiquitous. Tank controls made a lot more sense at the time.

  19. 7 months ago
    Anonymous

    tank controls aren't the problem, it's that most games don't make like holding X for example make you go forward instead of Up

  20. 7 months ago
    Anonymous

    Can't tanks maneuver pretty well though?

    • 7 months ago
      Anonymous

      Yes. They can move in any direction and strafe while looking in a specific direction.

      • 7 months ago
        Anonymous

        Huh, non. Tank controls only allow movement of forwards, backwards and rotation. You're thinking of wasd controls

        • 7 months ago
          Anonymous

          nta but maybe he meant since you can rotate the tank while the turret is fixed, you can then "strafe" moving left and right in relation to the turret. Not really equivalent to FPS strafing though since you first have to rotate the tank body 90 degrees.

          • 7 months ago
            Anonymous

            But that still falls into wasd + mouse categories. In whats commonly considered "tank controls" (which doesn't include games where you control a tank, ironically), you can't aim an opposite direction you are moving, i.e. there is no separation of turret and tank body.

            • 7 months ago
              Anonymous

              >But that still falls into wasd + mouse categories
              Says fricking who? Tanks are much more versatile than "tank controls" in a videogame since they can look anywhere independently of which way they're going. By definition tank controls don't even deserve that moniker.

              • 7 months ago
                Anonymous

                >By definition tank controls don't even deserve that moniker.
                I agree. That still doesn't change the neoteric vernacular of tank controls through a retro videogame paradigm.

              • 7 months ago
                Anonymous

                Either way, calling the concept of bidirectional controls "realistic" like a tank's is not in any way correct. There are games with this kind of control scheme that also allow you to aim anywhere you want as you move. These don't fit into the FPS control method and there's no such thing as a "WASD + mouse" category.

              • 7 months ago
                Anonymous

                Yes, my post saying it fits into wasd + mouse categories. Categories, being the main part, I wasn't trying to say that it falls into k+m controls, but that what you are describing is not the commonly accepted definition of tank controls and the ability to strafe and aim is atrributed to wasd controls, not tank controls. The etymology here is fricky, I know, but that's what it is.

              • 7 months ago
                Anonymous

                Games like Cyber Sled existed long before this arbitrary category based on a control scheme suggested by a Quake player many years later. Retroactively labeling games like this goes both ways.

              • 7 months ago
                Anonymous

                Look, sister. I'm trying to explain the common idioms of the community. You can't just pretend to know understand then throw some obscure knowledge out like your an expert now. Tank controls means a thing, and butt hurtness won't change it.

              • 7 months ago
                Anonymous

                To not understand* you're*

              • 7 months ago
                Anonymous

                >Tank controls means a thing
                Whatever idiocy you're trying to push with "wasd + mouse", means nothing. It's time to take your meds, the chronic shakes are showing in your typos.

        • 7 months ago
          Anonymous

          Tanks can do a lot of things you can't.

    • 7 months ago
      Anonymous

      Yeah the game controls very deliberately and well. The problem is that it takes a lot of the joy out of the experience. But you can't shit on croc for having bad controls. You might say the controls are archaic. Kinda like those ds Zelda games where you have to do everything with the stylus.

  21. 7 months ago
    Anonymous

    I prefer tank controls

  22. 7 months ago
    Anonymous

    Tank controls mimic real life, in order to go in a direction you have to turn in that direction.

    • 7 months ago
      Anonymous

      You know human beings can walk in any direction without turning around, right?
      moron.

      • 7 months ago
        Anonymous

        Yeah but why would you. It's feature bloat, how often do YOU go in a direction you're not looking in

        • 7 months ago
          Anonymous

          >Yeah but why would you
          People do it when playing most sports, when sidestepping other people on busy sidewalks, when giving way for someone else to pass them by through a doorway. Very basic police and military training also teaches you to move sideways while aiming your weapon at a target. good luck winning a street brawl without proper footwork, Mr. "slowly rotate in place before walking forwards in a new direction".

      • 7 months ago
        Anonymous

        Yeah good luck walking to the side without looking where you're going, genius. That guy is still moving forwards, he's moving in direction with his body.

        • 7 months ago
          Anonymous

          People can trip and bump into things they don't notice in time regardless of the direction they're going, you fricking moron.

  23. 7 months ago
    Anonymous

    Because it is a better control scheme for gamepads with a single dpad. Making a camera that follows a character in a 3D game is not too easy, let alone for devs who haven't worked with 3D before. Modern games with third-person camera like GTA and Dark Souls can afford free movement since they assume you have a second analog to adjust the camera conveniently. On a basic PS1/Saturn gamepad you'd have either rely on bumpers/triggers to unfrick the camera (that's what King's Field used I think, but that one is first-person) which is pretty inconvenient and is not always an option. Tank controls come as a simpler alternative in this situation at the cost of mobility.
    In fixed camera settings, tank controls are better since you move relative to the character's directions and you don't have to adjust to camera's directions each time it changes. This is why free movement in games like DMC1 and Fatal Frame feels unresponsive when camera transitions and relies on fixes such as character movement being stuck in a single direction. Though it's more up to preference in this case I guess.

  24. 7 months ago
    Anonymous

    I can't believe no-one's said this but tank controls are easier to program than camera-relative movement. Left and right always rotate the character by x degrees and up always moves the character in the direction they're facing. It makes sense that as studios were getting to grips with 3D they used a lazier control scheme.

    • 7 months ago
      Anonymous

      I can't believe no-one's said this but camera-relative movement is easier to program than tank controls. Left and right always move the character at x angle relative to the camera and up does the same.

      • 7 months ago
        Anonymous

        >easier to program
        Camera relative movement requires more trigonometry (sin, cos, etc.). That doesn't sound easier to program.

        • 7 months ago
          Anonymous

          >Camera relative movement requires more trigonometry
          Just add the angles bro.

      • 7 months ago
        Anonymous

        >easier to program
        Camera relative movement requires more trigonometry (sin, cos, etc.). That doesn't sound easier to program.

        Somehow got that the wrong way around - I meant tank controls are easier to program than camera-relative.

  25. 7 months ago
    Anonymous

    Why does my sister describe the swimming controls in Mario 64 as "tank controls"? She used to be a swimmer so I don't get it.

    • 7 months ago
      Anonymous

      She's not wrong

  26. 7 months ago
    Anonymous

    yo yo yo, what if there was a 2d sidescroller with tank controls?

    • 7 months ago
      Anonymous

      Does Cybernator count? It has that real granular style of aiming with the gun

  27. 7 months ago
    Anonymous

    Was there any game that let you switch between tank controls and camera-relative controls at any moment with the press of a button? (eg. you would generally be using camera-relative controls but you would switch to tank controls during moments that require precision)

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