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Abe never does this, unless you press DIRECTION then JUMP. The game was built with tolerance into the hopping, the intention being to tap JUMP then DIRECTION, which worked every time.
I don't think that was particularly well communicated though ( although we did try) and hence a lot of the complaints about the controls stemmed from people trying to push forward then jump. Of course, in this instance, Abe would move forward first.
Without the "old school" controls, it's simply JUMP then DIRECTION to hop. With the "old school" controls on, it's just JUMP to hop.
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Alex must be super tired to explain this over and over again. I remember he even had to explain it to me at the Gamescom when I was playing Alf's Escape.
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This is a super old thread, but it links into what I posted the other day. If you have to explain it over and over again, then the problem isn't with the player, it's with the controls. Controls should match player expectation, not the other way round. Usability!
EDIT: And, believe me, I'm saying this with empathy. I've made some really stupid UX decisions and coded them up in my time. That's why I'm so obsessed with usability testing - because I've learned the hard way that what makes sense to me rarely works for everyone else.