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No they aren't, it's the same issue that VVVVVV had, it's a "slippery" feel and causes over-turns. If the game had a very tight extremely responsive control the handling would be much better. Also another gripe for me is the game is only outputting @ 60fps, so I just leave it windowed mode so I can stay in 120hz
It is a good game though
lolwut
Regarding controls, though, I'm not sure how it's "slippery." You hold left to move left, you let go to stop. The only delay in input is from the moment you start depressing the key, to when it's fully depressed and registers. It moves fluidly enough; just quickly. It really is a game of timing, and you get better, quickly. I think that fractional input lag might be the only problem for you.
Try it out on a smartphone. There is no input lag at all, and it makes a noticeable difference.
It's nothing huge, but it's slippery instead of a very tight and responsive feeling. Of course you can complete the game with the current setup, it would just be better if it responded to input quicker.
The problem most likely lies in openGL, the reason why openGL isn't really widely used is because it doesn't respond with hardware fast enough. DirectX responds much quicker to input compared to openGL. You can feel free to read all about it on google and what not.
Anyway regardless it's a good game.
OpenGL doesnt have functions for input, you need another library to do that. DirectX does.
Try this: go into the game and press the key or mouse button for the shortest amount of time you can. See how far the triangle moves. Now move back. Do that a few times. The smallest amount you can move is too great. It's by definition inexact, and it's nothing to do with my lack of skill.
Now of course, you can adapt to this and still win, but the game would be better if the controls were more exact and responsive.
I find the controls much more responsive then the odd mouse or button press audiosurf things.
There is no way the controls can be described as more responsive than Audiosurf. In Audiosurf I can move pixel perfect by moving the mouse. So if my mouse has high sensitivity, with micro movements I can move to exactly where I want to. In Super Hexagon, you cannot move that exactly.
I guess the point is, if you practice enough, you can always stop in the right place. But if you are a fraction of a second too long, you get punished more than you should because the next position you can stop at is much further than would be expected, and you can't do micro adjustments of your position with taps, because as I've described above, the smallest amount you can move is quite big.
As a comparison, it's like comparing a relatively modern FPS where you look around with the mouse, to Wolfenstein 3D where you look around with left and right cursor keys. You cannot describe the latter as more exact than mouse movement, which allows pixel perfect aiming. The cursor keys aren't as exact, but in the particular case of Super Hexagon, you cannot do small movements. You couldn't move one or two pixels left. If you pressed the left button for the shortest amount of time possible, you would jump about 15 degrees left.
Most of the object dont need very precise movment, you just neet to get the arrow triangle thing into the beam coming from the face of whatever polygon happens to be in the center, you dont need to be perfectly in the middle, and the other ones {stairs or whatever you called them} are more timing than anything else... at least thats my feeling/opinion
As for the input lag on Android, disable the powersaving mode. It'll run a lot smoother.
Also if you look at some of the youtube videos I dont think lag is a problem given how quick and exact they need to be.