Spielerando

Stop the hero from drifting with the stick at rest or running faster diagonally

Controller sticks never sit exactly at zero, so the hero creeps even when you let go, and a square-shaped stick range or two held keys make diagonal movement faster than straight. This entry cleans both so every direction is equally fast and rest means rest.

Why this works

A stick is one push in a direction, not two separate levers, and hardware is never perfectly still. Treating it as one push lets you ignore the tiny wobble and ease out of the quiet zone. Every direction then has the same top speed.

When not to use it

Skip the rescaling for games that want exact, tile-by-tile steps or only four directions, where a diagonal does not exist. Also skip a large quiet zone in precision games, where every tiny nudge must count: make it small and adjustable.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 13 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Stop the hero from drifting with the stick at rest or running faster diagonally" (read_entry action-stick-deadzone-and-diagonals) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP