Often the primary input device for console games. Typically designed to be held in one or both hands rather than being laid on a surface.
1
vote
1answer
70 views
Android Action_Move when moving between specific screen areas
OK so I know how to iterate through the different pointers that are currently touching the screen so I know what the coordinates are of these pointers using the following:
Code snippet
case ...
2
votes
4answers
139 views
Java - Best Implementation KeyListener For Games
I am working on a game using only the swing and awt packages. Note I can only use the default Java libs. Meaning I have to use KeyListener. I have imported KeyListener properly, however, it is still ...
1
vote
0answers
239 views
3 Button Multi-touch for Android
OK, my multi-touch system was somewhat convoluted, but was working perfectly OK until I tried to run my game on my Nexus 10 which is running Jellybean.
Crashing all over the place! So I removed my ...
-1
votes
1answer
71 views
Your mobile device as controller for webapps [closed]
I'm creating a multiplayer game just for fun and exploring different techniques like isometric games, node.js and socket.io.
The point is that I've tried to make an alternative approach on ...
0
votes
2answers
313 views
Supporting Controllers on Mac
I'm currently developing a small, cross-platform game for Windows/OSX. I have XInput support working correctly on the Windows version. I've left off Mac controller support until now and I'm struggling ...
3
votes
1answer
169 views
GUI device for throwing a ball
The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of ...
2
votes
2answers
149 views
Is there a expected set of button mappings games commonly use?
I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is ...
0
votes
1answer
96 views
Menu selection wont stay on selected option
My Menu has a START and a QUIT option. I'm using a controller's D-PAD for selection. The game begins with START highlighted. When I push the down button on the D-PAD, it highlights the QUIT option. ...
1
vote
0answers
187 views
How do you program the right analog stick of a controller in JInput?
I have the Left Analog Stick programmed and accepting input (moving a character around). (getCompassDir() returns the values of the cardinal directions and NONE means the stick isn't touched):
// ...
3
votes
5answers
684 views
Why four buttons rather than two?
I'm curious that most console controllers released these days - and all handheld consoles - contain four main buttons rather than two. Obviously increases in processing power, graphics engines etc, ...
0
votes
1answer
527 views
Trouble programming JInput for game controller
Due to lack of reasonable documentation, I have not been able to program inputs for using a game controller. The most I have ever found was how to detect if a controller is found and what it's name ...
0
votes
2answers
515 views
Action button: only true once per press
I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick.
I read all the input data from my controller and send it off to my controllable object.
I want to have two types of ...
0
votes
1answer
221 views
Is there an SDK to write console apps to simulate an Xbox 360 controller?
Is there any SDK I can use to write a console app that can connect to an Xbox 360 as a controller and simulate controller interaction?
2
votes
2answers
2k views
On screen controller for libgdx games?
Does anyone know a better controller for 2D Games than a virtual on screen joystick? The pros of the joystick are:
Easy to implement for developers
Familiar interface for users
But there is a ...
3
votes
1answer
367 views
Recommended Polling Rate
I'm using the XInput API to support gamepads. As XInput is not event-driven, but requires polling, my question is, what is the recommended polling rate (ms) for gamepads or specific, the XBOX 360 ...
2
votes
2answers
792 views
How can I map thumbsticks to cardinal directions?
I've got a tile based game that has notions of moving up, down, left, right and the diagonals (by alternating horizontal/vertical movement).
I've found that if I use the default ...
0
votes
2answers
438 views
Use my computer as a controller/keyboard for the PS3
I imagine that I should be able to pair my computer to my PS3 via bluetooth and use my computer as a controller for the menus and for typing. Are there any open source projects that have done this? If ...
2
votes
1answer
323 views
Driving Force GT: Force Feedback and Wheel Rotation
I'm diving into the world of game development on PC and have a language agnostic question in regards to controller output.
I have in my possession a Logitech Driving Force GT. This particular ...
6
votes
3answers
458 views
How standardized are joystick / gamepad configurations?
Right now I'm working on input for my game.
The only controller I own is an XBOX 360 one.
From what I can see, if a controller's stick has a Z axis, these are actually triggers.
Essentially I'm ...
2
votes
1answer
225 views
Using an iPhone as a controller for a flash game
How can I use an iPhone as a controller for a flash game, as described here?
7
votes
4answers
2k views
Using XBOX controllers on PC for an XNA game
Does anybody know how to do this? I have been trying to figure this out with no luck.
3
votes
2answers
496 views
How do you test xbox (via PC) input without an xbox on XNA Game Studio?
Is it safe to just hookup a wired Xbox controller to my PC via USB? Do I need to buy a special PC Xbox controller? I've read conflicting reports. Any help is appreciated.
5
votes
3answers
515 views
What's the best way to train PID controllers?
This is borderline non-gamedev but PIDs are commonly used in games so I thought I'd give it a shot.
I've got a few PID controllers in my game, used for things like steering and throttle control. I'm ...