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Quick update

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Stompy9999

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Just a quick update. I'm planning to get all the power-ups done during the weekend, so that I can focus next week on designing the first level.

Back at my GP2X post, something interesting was brought up. I'm going to try and make sure from now on that my games are compatible with the "360 for windows" controller. I have a 360 controller myself, but I don't have the wireless adapter to use it on my PC yet. Once I do, I'll make sure to add that feature in my games. I'll also go back and add that feature to Stompy's Revenge.
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Quote:
Original post by Stompy9999
Just a quick update. I'm planning to get all the power-ups done during the weekend, so that I can focus next week on designing the first level.

Back at my GP2X post, something interesting was brought up. I'm going to try and make sure from now on that my games are compatible with the "360 for windows" controller. I have a 360 controller myself, but I don't have the wireless adapter to use it on my PC yet. Once I do, I'll make sure to add that feature in my games.
I'll also go back and add that feature to Stompy's Revenge.


I'd love you for that.

Sadly I've only found one application that works with the 360 controller (the original ps emulator.) Battlefield 2 sort-of worked with it (if I remember correctly you couldn't set the camera up to use the controller.)

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Well, I'm going to give it a try. Tomorrow I'll look up how to program that feature. The idea of having my games actually being played with a real game controller is too much to pass up.

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I did a simple pong clone yesterday using XNA: PongXNA. Implementing gamepad support was very easy. It was something like:

GamePadState gamepad GamePad.GetState(PlayerIndex.One);

if(gamepad.IsConnected)
{
if (gamepad.DPad.Down == ButtonState.Pressed)
paddle1.ySpeed = paddleAcceleration * elapsed;
// etc
}


Those XNA guys are doing a pretty awesome job.....

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I've programmed support for the XBOX pad in SDL and I guess you're using SDL too right ;)

If you're interested in my code then give me a shout and I'll send it over to you. It's not much but it'll save you 30 minutes figuring it out.

1. Registering Pads at Startup
2. Setting deadzones on the pad sticks
3. Events

et voila.

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@Rob:

That XNA approach doesn't sound all that good as you have to poll your devices to check the states rather than receive a message telling you what happend? Do you have to check all 20 odd buttons if you use them all? I suspect it'll support messaging too though.

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Quote:
Original post by Metorical
I've programmed support for the XBOX pad in SDL and I guess you're using SDL too right ;)

If you're interested in my code then give me a shout and I'll send it over to you. It's not much but it'll save you 30 minutes figuring it out.

1. Registering Pads at Startup
2. Setting deadzones on the pad sticks
3. Events

et voila.


As long as it is C++, I'd be very interested to see it.

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Quote:
Original post by Metorical
I've programmed support for the XBOX pad in SDL and I guess you're using SDL too right ;)

If you're interested in my code then give me a shout and I'll send it over to you. It's not much but it'll save you 30 minutes figuring it out.

1. Registering Pads at Startup
2. Setting deadzones on the pad sticks
3. Events

et voila.


As long as it is C++, I'd be very interested to see it.

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