what priority is joypad support?

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  • I'm sure direct input/joypad support has been suggested, but I couldn't find it on the todo list.

    is it probably not going to happen any time soon?

    just don't want to start studying python and researching open source controller stuffs if it's planned in an upcoming version sometime soon.

  • It's not really actively planned, it would just be a nice thing to have after 1.0. You can look in to the plugin SDK for your own solution, but we really want to try to stop adding features before 1.0, or we'll never get there!

  • you should use xinput, it allows you to control vibration, recieve and send headphone/mic stuff on an xbox 360 controller

    also direct input cant handle the analog triggers on an xbox 360 mote very well

    Directinput

    [quote:1fhmnx8z]The left and right trigger buttons will act as a single button, not independently

    The vibration effects will not be available

    Querying for headset devices will not be available

    Xinput

    [quote:1fhmnx8z]XInput is easier to use and requires less setup than DirectInput

    Both Xbox 360 and Windows programming will use the same sets of core APIs, allowing programming to translate cross-platform much easier

    There will be a large installed base of Xbox 360 controllers

    XInput devices (i.e. The Xbox 360 controllers) will have vibration functionality only when using XInput APIs

    Future controllers released for the Xbox 360 console (i.e. steering wheels) will also work on Windows

    Using the Xbox 360 Controller with DirectInput

  • thanks quazi, but

    The above, however, ignores the fact that many DirectInput controllers, such as gamepads with dual analog sticks and racing wheel controller sets, already map triggers and pedals independently. In addition, many DirectInput devices also have vibration effects. There is at least one driver, XBCD, that gives the Xbox 360 controllers the vibration support, dead zones and (optionally) independent triggers through DirectInput. This indicates Microsoft's Xbox 360 controller driver intentionally has weaker DirectInput support, rather than due to any differences between DirectInput and XInput APIs. On the other hand, Xbox 360 controller and XInput support only very basic control of vibration motors[4][5] in contrast with great palette of various effects supported by DirectInput.[6] The XBCD driver emulates support of these DirectInput vibration effects in driver and translates them to simple commands for each motor in controller. This approach makes reproduction of some DirectInput effects inaccurate.

    The XInput API also currently has limits that DirectInput does not:

    * Supports only "next generation" controllers. This limits it basically to controllers for the Xbox 360 that also have Windows drivers. Legacy Windows controllers are not supported.

    * Maximum of four controllers at a time. This is an Xbox limit that is carried over to Windows. Although there are currently few PC games that need more than four controllers at once, this seems like an arbitrary restriction as DirectInput has no such limitation.

    * Does not support keyboards, mice, or mouse-type devices. While this mirrors Microsoft's recommendation not to use DirectInput with these devices, it is possible to use DirectInput with these devices.

    * Support for only 4 axes, 10 buttons, 2 triggers and 8-direction digital pad per controller, compared to DirectInput's support for 8 axes, 128 buttons, and full-range POV. (Incidentally, the number of axes, buttons and triggers XInput supports corresponds directly to the Xbox 360 controller.)

    Currently, XInput is for Xbox 360 controllers, while DirectInput is for any controller.

    I guess I was going to have to learn python sooner or later

    thanks for the quick replies guys

    btw, quazi, could you post a cap of that custom shadow map thingy you did?

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  • It's not really actively planned, it would just be a nice thing to have after 1.0.

    Bummer! I thought for sure it would be included before reaching 1.0. Greatly looking forward to joypad support, because the MMF project that I'm now porting over to Construct has joypad support. Oh well, can't have it all!

  • I'd also love to have joypad support in there - and if it's just for playtesting. It's easier to just put a controller into peoples hands and watch them play the game instead of reaching them a keyboard, having to explain the keys first, etc.

  • I know, I know. We can't keep adding new features before 1.0 though. There's already too much to do, we're all just part-time volunteer coders, and the more that gets added the more maintenance is required when inevitably there are bug reports. 1.0 is hopefully not that far off so we can start these kinds of projects afterwards. Alternatively, look to hire a coder to write this in the plugin SDK for you right now.

  • directinput wouldnt support any old controllers besides x360 ones, but it would allow for alot more control over x360 controllers, making analog triggers possible, allowing rumble ect, and directinput will probably go the way of directsound soon. xbox 360 are the one of the most used (or even the most used) windows controllers nowadays anyway, plus its probably the best one also (i hate banna controllers...).

  • I know, I know. We can't keep adding new features before 1.0 though. There's already too much to do, we're all just part-time volunteer coders, and the more that gets added the more maintenance is required when inevitably there are bug reports. 1.0 is hopefully not that far off so we can start these kinds of projects afterwards. Alternatively, look to hire a coder to write this in the plugin SDK for you right now.

    Btw. You ( as a team) should find one more proggramer to help. Maybe even someone from click scene? Would help you a lot, wouldn't?

  • Well, anyone could theoretically come along and write a plugin for joypads or whatever. It's much easier to do that than to plunge in to the core codebase. It's not just us who are responsible for finding coders. You guys can look for people to fill the features you want too.

  • We're going to try and have a revamped control system - supporting standard controllers - for 0.99. However, as Xbox360 controllers are a separate API they will have to be done via a plugin.

  • We're going to try and have a revamped control system - supporting standard controllers - for 0.99. However, as Xbox360 controllers are a separate API they will have to be done via a plugin.

    awesome -- really glad to hear this, as right now i'm using joy2key. will the revamped control system by chance make it easier to support multiple players? i'm doing a 4 player game and it can be a pain getting some things working for 4 different human players (edit: and hopefully it won't be too hard to allow online play in the future).

  • We're going to try and have a revamped control system - supporting standard controllers - for 0.99. However, as Xbox360 controllers are a separate API they will have to be done via a plugin.

    Awesome, this'll be a great new feature. Is analogue support planned too? It'd be great being able to switch between 'walking' and 'running' animations based on how far we push the sticks. Less than 50% = Set animation to walking, greater than = set animation to running.

    Another cool thing would be to redo the way controls work. It'd be great being able to have a preset for multiple players directly built in, so you'd just have to set the keys and trigger the actions.

  • yeah, this is awesome news.

    the "which key pressed" from keyboard and controller would be quite useful at the point as well

    to be able to set keys the cool way

  • Analogue support is a must! and i believe you can use it with directinput. plz implement it, because its one of the main reasons why we'd use the object instead of something like joy 2 key.

    xbox 360 controllers are still supported by directinput. you just cant use rumble, get headset recordings/play through headset and the triggers are handled as one analogue axis.

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