Adam Scott

Adam Scott

@adamscott.studio

Former Web platform lead of the @godotengine.org. Wildling of 42nd @godotwildjam.bsky.social. Open to projects.

1.3K followers213 following198 posts

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Do you know about the importance of the thumb-travel range for a controller analog stick? This new concept will change the way we play games with analog sticks. *I'm dead serious.* It also opens the way for thumbstick emulation for more accurate retro gaming. Wanna know more? Read my article.

stick-it-up.adamscott.studioStick it Up!Stick it Up! is an online tool to know how much to extend your controller's analog stick in order to emulate another's feel.

Hello there friends! 👋 Just a quick career update. 🗞️ After nearly 3 years working with the @godot.foundation, I am now #OpenToWork. 🤝 If you work on a #GodotEngine project and you need some expertise, don't hesitate to reach out. It happens that I'm an Godot Engine and Editor bender. 🤖🔄

Adam Scott reposted

(wip) repost, cause the first one was too desaturated. 😅 #krita #godotengine

I can finally brag that I got mentioned in one of the prestigious @dolphin-emu.org blog posts. You can now crop the emulated screen as much as you want! Really useful in order to get rid of window-boxed images. My many thanks to the team and everyone who commented in my PR. #dolphin #wii #gcn

fr.dolphin-emu.orgDolphin Progress Report: Release 2606Welcome to the Progress Report for Dolphin Release 2606. We usually prefer to launch toward the beginning of the month, but a slew of important, large, and technically challenging changes had us worki...

Adam Scott reposted

#GodotEngine 4.7 is here! 🎉 Like a cult classic movie, Godot 4 has only gotten better with age; the 4.7 Director's Cut offers colors of never-before-reached intensity, helming a bevy of new features to eliminate any remaining friction between you and your vision! godotengine.org/releases/4.7/

godotengine.orgGodot 4.7 Release: Lights, Camera, Action!Like a cult classic movie, Godot 4 has only gotten better with age. This brings us to Godot 4.7. With 3 years under its belt, the 4.7 _Director’s Cut_ offers colors of never-before-reached intensity.

Adam Scott reposted

Two months in Godot and it's great. The integration of script, objects, signals and how well they work together means I'm writing and extending gameplay code and shaders (badly) while doing art and design work. Things seem so much faster for dev but it could also be our small multiplayer project.

Let's GOOOOOO! ⚜️🔵⚪️

I would really love to see the Godot Québec community grow! If you could share this starter pack (and give it a look), it would really really help!! Thank you!! go.bsky.app/VF1Gf65 #Godot #GameDev #GodotEgine #Art #Indie #StarterPack

@abney317.com I just read about your analog stick problems, and I may have stumbled recently on something relevant for you. I isolated what makes a N64 controller so distinct from other controllers and why it sucks playing N64 games on them: it's all about the "thumb-travel range".

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I hope it can help speedrunners to keep being as precise without having to use a brittle stick. I did not test it yet on a real N64, but I'm pretty sure that if you could rely instead on accurately extended GCN-style sticks, it has potential to fix the existing reliability issues. #N64 #speedrun

@abney317.com I just read about your analog stick problems, and I may have stumbled recently on something relevant for you. I isolated what makes a N64 controller so distinct from other controllers and why it sucks playing N64 games on them: it's all about the "thumb-travel range".

It's a term I coined. It's the physical distance a thumb makes when pushing the stick as far as possible. The quality of the sensor is not the only factor to consider. The N64 is unique in the sense that it's the controller with the biggest one. And games were made with this in mind.

The GameCube controller is close (and has a larger TTR than most), but it's far from being equivalent. That could explain why installing a GameCube-style controller on an OG N64 controller just doesn't make it for speedrunners. It just doesn't have enough range to be as precise as the N64 stick.

@modernvintagegamer.com I'm certain that you'd be interested in what I discovered. It appears that the physical size of an analog stick matters more than we thought. That would explain why playing emulated N64 games (with i.e. JoyCons) feel so weird. It's caused by the "thumb-travel range".

With "thumb-travel range" (a term I coined) and the stick pivot radius, it is possible to calculate by how much exactly it's needed to extend an analog stick in order to emulate the range of another one. Analog stick emulation. 🤯 I detailed everything on my website. stick-it-up.adamscott.studio

stick-it-up.adamscott.studioStick it Up!Stick it Up! is an online tool to know how much to extend your controller's analog stick in order to emulate another's feel.

See how I'm able to tiptoe with Mario here (Super Mario 64). It's all with native JoyCon 2 on my Switch 2. I needed to extend exactly my stick (I used Blu Tack!!!) by 28.09 mm. Human thumbs just cannot be that precise without a thumbstick extension.

Today, I found out the perfect analogy for "thumb-travel range": it is the mouse DPI for the human thumb. Software cannot fix this. It's like the difference between using a mouse at 400 dpi and at 3600 dpi. So I added a little more context to the "What is thumb-travel range" section of my page.

stick-it-up.adamscott.studioStick it Up!Stick it Up! is an online tool to know how much to extend your controller's analog stick in order to emulate another's feel.

Thumb-travel range (TTR) is the umami of 3D consoles. It is the essence of what makes N64 games feel like N64 games. There's finally a name to put on the fact that playing them on the NSO with a JoyCon 2 soooooo feels terrible. It explains why. More space your thumb has, more precise it will be.

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Check how much reach the N64 has compared to other platforms! 🤯 And I go in detail, in my article, on the fact that N64 developers were pretty much aware of it. Games were designed around the fact that you had so much range. With today's controllers, we lost something. It really shows.

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I fell deep into a rabbit hole. I came out from it 5 days later with a breakthrough in analog stick knowledge. I'll finally be able to get back to work. (What a wild ride. Phew!)

(now, here's the relevant tags) #retrogaming #emulation #controller #n64 #gcn #xbox #ps4 #ps5 #psp #dualshock #speedrunning #thumbstick #analogstick #goldeneye #supermario64

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Check how much reach the N64 has compared to other platforms! 🤯 And I go in detail, in my article, on the fact that N64 developers were pretty much aware of it. Games were designed around the fact that you had so much range. With today's controllers, we lost something. It really shows.

Please share my article to everyone. I think it would benefit everyone to know, from N64 speedrunners to game enthusiasts! Thank you for coming to my TED Talk.

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Here's how GoldenEye 007 (N64) plays with a Switch 2 JoyCon. Notice the jank when moving the analog stick: it's almost like if it was all or nothing, everytime. It's jarring to see Bond walk between the concrete blocks. See also how stiff the N64 controller moves in the pause menu.

Here's footage with my JoyCon 2 extended (with adhesive putty) set to the size given by my tool to emulate N64. While aiming is still not easy with the JoyCon, everything else speaks for itself. Bond smoothly transitions between the concrete blocks and the N64 controller spins around gracefully.

Thumb-travel range (TTR) is the umami of 3D consoles. It is the essence of what makes N64 games feel like N64 games. There's finally a name to put on the fact that playing them on the NSO with a JoyCon 2 soooooo feels terrible. It explains why. More space your thumb has, more precise it will be.

My article also contains a tool in order to compare the TTR of controllers. It also explains how you can "fix" that discrepancy by "emulating" the targeted thumbstick. #blutack I refute the idea that N64 games controls are quaint and charming, but grating. Maybe it's just your analog stick fault!

Can somebody explain to me why my DK is red? I cannot revert back to his natural brown. And I'm not crazy, here's a screenshot from my game compared to the one from someone posted on Reddit. #donkeykong #donkeykongbananza #switch2

What are you doing, Mario from Mario & Luigi: Superstar Saga? You’re T-posing before the minigame? Fine, it happens all the time, the animation wasn’t loaded yet. Wait, IN A 2D GAME? 😵‍💫 That cannot be anything else than an Easter egg. 😂 A gag way before it’s time. #nintendo #gba #easteregg #tpose

Adam Scott reposted

At the start of this Pride Month I want to recognize all of our wonderful queer community members that help make @godotengine.org possible. Happy Pride everyone! 🏳️‍🌈 🏳️‍⚧️

You should have seen the GodotCon crowd go wild when I announced the news during my talk. 😊 Can't wait to share the VOD video once it is ready. From the feedback I got, I think it was a good talk. I had so much fun!

Godot Engine@godotengine.org

The .NET team managed to create a prototype running C# on the Web. There’s still a lot of work and testing to do, but we are getting there! #godotengine godotengine.org/article/live...

Adam Scott reposted

Rift Riff (out now!) was proudly made in Godot!! It started as a “small game to see if Godot is ready for commercial games” and 1,5 years later & with a 5-person team all working in the editor I can give you a resounding YES, IT’S READY. store.steampowered.com/app/2800900/... #godotengine #gamedev

store.steampowered.comSave 15% on Rift Riff on SteamJump a rift, fight off monsters, plunder their world. A strategic mix of juicy tower loadouts, varied monster behaviors, and forgiving mechanics.