ShmupSamurai wrote:Constant movement with a switch to reverse direction is bad for precision dodging, and the 1D movement constraint is a problem of its own.
Another option is using the switch to start and stop moving along a variable direction.
For example, an arrow could point away from the nearest bullet or obstacle and the button could thrust in the direction of the arrow.
Or (more controllable) the movement arrow could spin constantly with the button up and stop spinning when the player presses the button and moves (in a straight line). The self-spinning direction could be reversed at every button release event to allow easy control of zig-zag courses by tapping the button.
I expect this movement solution to allow for rather traditional, although not too dense, curtain fire patterns.
I think that could actually be fun.
anyone else think the same?

This actually seems like a good idea. Of course, it's always "seems" till you try it.
/me runs off to implement
EDIT: or I dunno, you decide. Seems too slow + inaccurate for a shooter. Movement only, and damnit, Sitesled let its domain lapse [but on April 12th [info from a whois]? that can't be right, I uploaded it yesterday to them!] so that other test game is down.
http://rapidshare.com/files/375975534/testasdf.exe
EDIT 2: How about a select and then go method, where you tap the button till you get the direction you want and if you hold, you'll go?
A bit slow, but much more precise maybe.