14

Distance-Based You will basically need to take two things into consideration: a threshold (inversely a deadzone) and the dominant vector. Given an enum like the following: public enum Direction { None, Up, Down, Left, Right } You would find the dominant direction (if the deadzone isn't in play) and use that. // You could make this user-configurable. ...


13

As a gamer, I appreciate it when games use the following conventions: I press Start to pause the game. Unless it has some special function (like bringing up a secondary menu), I want the B button to unpause the game. Same goes for Start button. I want to move the selection with either the left thumbstick or the D-pad, and I want the selection to wrap. ie: ...


11

In XNA there is a SignedInGamer class with a SignedInGamer.PlayerIndex member that should tell you just that if you can get a hold of the SignedInGamer object. To do that, there is the Gamer.SignedInGamers static property which contains a collection of SignedInGamer objects based on the current state of the system. This is from the Microsoft.Xna.Framework....


7

Xbox 360 controllers do not conform to USB HID game controller standards. Even Windows computers require installation of a special, custom driver in order to use them. Mac computers do not ship with support for Xbox 360 controllers (though they do ship with native support for USB HID game controllers). To use one, you'll need to install a driver for it. ...


6

There is no standard. About as close as you get to one is using the left stick to move and the right stick to look around or aim and using B for Cancel/No options (but no general standard for the Accept/Yes option!). Other than that it's all over the place. A number of popular modern games have used all of the following for a primary fire button: A X ...


5

What you describe actually sounds it is giving true circular data. If it's circular and the maximum radius is 1, then pushing top-right at exactly a 45-degree angle should give you (0.7071, 0.7071). (That number is sqrt(0.5)). If you're getting a slowdown when traveling diagonally, then I presume something else is going on. How are you using the ...


5

You can get official Microsoft logos here: http://www.microsoft.com/en-us/news/ImageGallery/logos/logoguidelines.aspx (You have to agree to their terms in order to get to the logo part). Here you might get some publicly available assets: http://www.microsoft.com/en-us/news/imagegallery/products/default.aspx (Well, there isn't a top-down shot of X-Box ...


4

Read the wiki! Controllers connects/disconnects don't give listener events (right now), so controllers must be polled manually. The wiki says controller listeners don't work on the desktop for connects or disconnects. I'm no expert, I've just been reading the wiki in detail, but it looks to me like you must poll the controllers manually. This code will ...


4

Though you haven't told us what the problem is. I can see that you never initialize your velocity variable. Vector2 velocity = new Vector2(0,0);


3

First of all, cdevice isn't safe to use on a SDL_CONTROLLERBUTTONDOWN event. It could contain whatever field of a SDL_ControllerButtonEvent happens to overlap the which field of the SDL_ControllerDeviceEvent structure in the union inside SDL_Event. So the SDL docs are a little confusing on this, but here's what I could gather: There are two different "...


3

That's because you're probably taking any value != 0 as a "direction trigger". For example, if the thumbstick is 99% to the left and 1% to the bottom, it will trigger both. Try to use a 15% (or some other value that you feel good with) as a threshold.


2

First, .7,.7 is circular shaped, not dimaond shaped. Do the math of how long a vector is form 0,0 to sqrt(.5),sqrt(.5) which is your .7,.7. It is exactly 1.0. Next, some Xbox 360 controllers return absolute values of 1,1 in the corners, such as my MadCatz, and some controllers return .7,.7, such as the official Microsoft controllers that come with the ...


2

There is an unofficial but extremely complete set of controller button images for several platforms here: http://opengameart.org/content/free-keyboard-and-controllers-prompts-pack


2

Apart from legal issues, the colors you chose are just plain confusing. On a first party controller (which most people use) A is green, B is red, X is blue and Y is yellow. These make sense based on the most common uses for these. A is generally used for confirming actions, B is for "back" or "no", etc. Making the button colors differ from what's in front ...


1

Xinput library only supports 4 controllers at a time - please refer to the wiki page on Directinput -DirectInput Wiki. May take some work, but you could enumerate some of the controllers under Direct Input initially, then eliminate those being detected by XInput. That would require interrogating the GUIDs on the controllers. I believe you can obtain them ...


1

Changing the EventSystem's following values: Input Actions Per Second: 2 Repeat Delay: 0.3 This makes it more responsive, but is not ideal because it involves changing the EventSystem present in every scene. If someone has a better solution, I'd be happy to hear it.


1

So it looks as though the game was designed and made in flash and then the guys at Newgrounds wrote a custom parser and renderer in c++ to run on the xbox (source: http://www.newgrounds.com/bbs/topic/1034102). However, to do this in general, it is possible to render the vector graphics from the flash files in a 3D renderer (After parsing and triangulation/...


1

Turns out, the answer is 11 different controllers Unity can handle straight out of the box. If you wish to add more, you need to write your own plug in.


1

Based upon your observation that the camera changes when you plug in a controller, your program apparently has some code which notices that a controller is connected, and changes the camera behaviour in that situation. If you remove or disable that code, then connecting a controller should stop causing problems. Hope this helps.


1

Xna does not work well with two active window forms running xna code at same time... You should work with one window splitted in two viewports. Each xbox game controller has its own index, one will be playerindex1 and the other playerindex2, this way you can identify which controller is related to a player/viewport.


1

On Linux, I believe the standard driver is the xpad one (which is part of the kernel): http://www.kernel.org/doc/Documentation/input/xpad.txt


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