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Author Topic: X360 controller... but?  (Read 14345 times)

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Offline Syranide

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X360 controller... but?
« on: July 10, 2007, 01:43:44 pm »
I've just noticed that there is some talk of using the X360-controller, but none about using a common gamepad? (or perhaps I missed it)
I really hope you don't do as all those other games, support everything... but the common gamepads, which is essentially the same as the X360 one, except the X360 doesn't seem to use compatible drivers or access, everyone I know has one, and none of them have a X360-controller.

Some games have run with my gamepad (most common logitech one) as the X360-controller, but with greatly degraded performance and control over axis assignment.

Offline Alec

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Re: X360 controller... but?
« Reply #1 on: July 11, 2007, 11:15:56 am »
Right now the game uses half 360 library, half generic game pad library.

I think a generic gamepad will end up working for basic gameplay. One stick + few buttons should be supported, and should be enough to handle the major game functions.

Since the game was designed for a mouse, at the core only two buttons and directional are required. But the 360 specific stuff adds some neat lil' extras.

(rumble, use of the right stick, mapped start + back buttons, stick-in, etc)


Offline Syranide

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Re: X360 controller... but?
« Reply #2 on: July 11, 2007, 12:15:57 pm »
My (logitech rumblepad) gamepad has the same features (just more intuitively placed sticks ;D).
Rumble, right-stick, start and select-button etc.

Is it really that hard to find a library that goes that takes that extra step to actually fully utilize common gamepads? (e.g. match the X360 library functionality) I've never really worked with APIs for gamepads so I don't know, and I won't nag you to death for it either, but it would be really great to see an indie/smaller game actually support the gamepads for once and not only the X360-controller. But, if it is problematic to find a free library that fully support common gamepads then I can understand the situation.

If you fully support common gamepads it would be nice, but I'm pretty sure partial support won't keep me from buying the game either way. ;)

Offline ulix

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Re: X360 controller... but?
« Reply #3 on: December 17, 2007, 04:23:25 am »
Also have a Logitech (Cordless) Rumblepad, and if I'd known that there is rumble in the game I would've posted earlier.
It would be really neat if rumble would be supported for rumble-gamepads, not just the 360Pad.
I have no idea how diffecult it would be to implement, though.

Offline Alec

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Re: X360 controller... but?
« Reply #4 on: December 17, 2007, 04:25:36 am »
Huh?

The final version of the game uses 100% generic controller stuff.

But yeah, no rumble.

Offline ulix

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Re: X360 controller... but?
« Reply #5 on: December 17, 2007, 08:26:24 pm »
Is there rumble support for 360-pads now, or not?

Because I interpretet this paragraph:

"But the 360 specific stuff adds some neat lil' extras.

(rumble, use of the right stick, mapped start + back buttons, stick-in, etc)"

of your last post like that. As if there was rumble. Is there?

Offline ulix

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Re: X360 controller... but?
« Reply #6 on: December 17, 2007, 11:15:28 pm »
And another question:

Would it be possible to implement a function where you could map the quick-buttons (1, 2, 3 etc.) for forms to joypad-buttons?
I'm thinking of the directional pad, would be nice.

Offline andisblue

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Re: X360 controller... but?
« Reply #7 on: December 19, 2007, 05:33:35 am »
Rumble would be great.. like when launching the flames from the energy version of the Naija.

Offline Passive Fist

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Re: X360 controller... but?
« Reply #8 on: December 22, 2007, 12:59:07 am »
Rumble would be great.. like when launching the flames from the energy version of the Naija.
It would be cool if there was a little twitch when your shot was fully charged.

Offline Alec

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Re: X360 controller... but?
« Reply #9 on: December 22, 2007, 01:25:41 am »
we used to have rumble for the 360 controller. back when i was using xinput.

ah, good times.