• @xkforce
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    1411 months ago

    To the people who prefer the y axis be inverted I have one question: who hurt you?

    • @echo64
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      4511 months ago

      Elder millennials and cooler gen x’s grew up on Goldeneye 64, y axis inverted

      • magic_lobster_party
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        11 months ago

        I got familiar with it from TimeSplitters 2, but that’s basically same devs.

        Edit: not sure how the control schemes of the FPS sections in Banjo Tooie were, but I could have acquainted myself with it back then. I guess it’s similar due to being a Rare game.

      • @money_loo
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        511 months ago

        I’m in this comment and I don’t know if I like it.

        But holy shit I guess you nailed the source of my inverted controller usage because I played the crap out of that with my little brother.

      • @snuff
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        211 months ago

        Don’t forget pilot wings!

    • @SzethFriendOfNimi
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      2711 months ago

      Grew up dreaming of being a pilot. Pull back to yaw up.

      First games that were flight sims did so. So now it’s just what I’m used to.

      • @hemmes
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        411 months ago

        Yeah it was always a reference to flight controls. But in the 80s and 90s, even 1st persons would take that approach.

    • @Omgarm
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      2111 months ago

      At some point it was inverted by default.

    • Spaghetti_Hitchens
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      11 months ago

      First 3D (or pseudo-3d) games I played were flying games. So stick back to look up/climb became ingrained in my motor skills.

      Throw in some Golden Eye and Time Splitters and there is no going back.

    • Martin
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      811 months ago

      Think of the stock on the controller as a head with your hand on top. If you pull the hand back, in what direction does the eyes move?

      • Maestro
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        411 months ago

        Eh, that would also mean that X is inverted as well. I can’t play inverted X.

      • @[email protected]
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        111 months ago

        Except you’re wrong. The controller is on the BACK of the head, you know, where you’re looking. So both x and y should be inverted. Anything else makes 0 sense

        • umbraroze
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          611 months ago

          Well the analogy doesn’t perfectly work with pad controllers.

          It does work with flight sticks. Vertical controls pitch (up and down), horizontal controls roll (tilt left and right). You’ve got pedals/stick twist for yaw (turn to right or left) or the hat/thumb stick for view angle change.

          • @[email protected]
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            111 months ago

            No I think it does work perfectly with controllers. It’s why Mario 64 had lakitu as a metaphor and had the correct, inverted x and y controls.

      • ivanafterall
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        -611 months ago

        Or instead of complex mental gymnastics, just up = up, down = down.

        • @TheBananaKing
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          911 months ago

          You’re moving the viewport, not the crosshair.

        • @[email protected]
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          11 months ago

          There is no up. There is left, right, forward, and back.

          Pushing your head forward points it at the floor. Pulling it back makes you look up

    • @pHr34kY
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      711 months ago

      Duke3D. That’s where it started.

      • @Harvey656
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        311 months ago

        Wait. Are you not supposed to?

    • umbraroze
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      611 months ago

      Played a bunch of flight simulators and similar games back in the day. If it’s universally considered the best way to steer a goddamn aircraft safely and accurately, who am I to argue.

    • @cynar
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      411 months ago

      I know someone who had both X and Y inverted, on his computer mouse.

    • @brap
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      211 months ago

      The original Rainbow Six had it like that by default and now 25 years later it’s here to stay.

    • @[email protected]
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      111 months ago

      I used to hate inverted as a kid, but a few games had them by default and my brain switched and could never go back. I’m playing Outer Wilds now and I had to immediately switch it.