part12studios's Recent Forum Activity

  • Ok so I had some quiet time this morning and i'm not known for my patience.. so I went ahead and took a solid stab at adjusting the xbox version of the controller to the Ouya as best as I could.

    Here is a link to the "final" version of the Ouya controller simulator. http://part12studios.com/games/OuyaController/

    two problems that I would LOVE someone to fix that I could not:

    • left and right analog triggers failed to work properly. They can work as a button, just not the analog element. As you can see when you pull them in the test above, they "jump" showing they "fire" off an event, but what I had trouble with was 0-100 stuff..
    • right analog thumbstick wouldn't work nice for me. Seems to be some issues with the Left trigger influencing the axis, but i couldn't get them to play nice together..

    honestly I think there seems to be some overlap in my testing between these problems. I noticed that I could move my right analog thumbstick with the left analog trigger, so while I've labeled them as two issues, I feel like they might be related.

    I have attached the project related to the link above for folks to play with and learn from and MAYBE find someone to fix it

    The big thing is that since this isn't an xbox360 controller, Scirra won't be able to support problems with it. I was able to fully map a xbox controller so it IS working as they claim. Maybe at some point they will add official Ouya support, but nothing so far.

    NOTE: I test with Chrome and I have noticed that each time you test you need to completely close Chrome. If you use Node Webkit you shouldn't have this problem, its just a habit for me to stick with things being on chrome

    (removed old capx from this because there is a better version available further down)

  • here is an ouya version of the above attachment.. I removed the menu buttons from the event sheet and updated the OUYA buttons with appropriate art.

  • Yes! Here is a cleaned up version of the app for the xbox controller.

    Grimbarian could you do me a favor? now that we have a baseline of a fully working controller, could you take this and tweak it to represent the Ouya? Doesn't have to be pretty.

    I'm wanting to shift my focus to Ouya IAP stuff so it would be great to split up the load with someone else invested in the Ouya

  • behold! We have full analog mapage.. http://part12studios.com/temp/ControllerTest7/ Grimbarian it's working very well now.

    keep in mind this mapping is for an xbox controller, but really its all the same, you just have to figure out which buttons fire off for which event..

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  • aah ok I wasn't sure i followed the talk of index stuff and why it matter..

    turns out its actually 6 and 7, but yes I was able to capture the analog input of the controller this way! man talk about some cat and mousing, heh. I'll be sure to come up with some illustration for the tutorial to set the record straight.

    Thanks LittleStain for your help has been amazing as always!

    http://part12studios.com/temp/ControllerTest7/

    this effectively maps the entire xbox360 controller. Making it for the Ouya is just a matter of figuring out what buttons are different.

  • LittleStain hadn't because buttons are binary events, but certainly worth a try so I did it and yea it doesn't seem to offer any analog value.. just on/off output.

    Taking that logic I also tried Rawaxis which seemed to produce the same 4 values that the normal Axis offers.

    it seems like there must be a hidden other two analag values somewhere.. I know that the keypress action offers "trigger left" and "trigger right" so I can get that much data from the controller, but if they really do support "xbox360 input" then this data must be in there somewhere to access because it's a standard control input.

    http://part12studios.com/temp/ControllerTest6/

    this is an updated version.. it has been updated to reflect a true xbox360 controller.. although my goal is the Ouya, I'd rather work with what Scirra officially supports so this joystick is an xbox controller. getting the ouya's differences (and there definitely are some) can be sorted out later.

  • I'm happy to report the full analog thing is going well.. all I have left to figure out is the trigger analog values.. and how to capture / represent them visually..

    I'm trying to figure out "all things console" with C2 / Ouya so I can make a really comprehensive tutorial... hopefully I don't hit a wall before accomplishing these remaining goals:

    1. getting full mapping for controls working

    2. figuring out how to do IAP through CocoonJS for Ouya.

    thread can be found here https://www.scirra.com/forum/viewtopic.php?t=111060

  • So also here is the project attached in it's current state.. i've switched over to doing a configuration for an xbox controller since that's the official controller.. although i believe this is a madcatz from the original xbox, but seems to have all the same buttons.

    I'm also attaching the capx this time.. this is totally setup as it should be except for the analog left and right triggers (up top)

    you'll see a blue and green box up top.. these are meant to be the analog triggers.. i figure they could either just move up and down or perhaps grow/shrink with the increasing and decreasing of value.. full height when the player is not pulling on it..

    http://part12studios.com/temp/ControllerTest5/

    What will be nice is this can act as a template for future folks who might want to do something with a gamepad and be sure its working.

    Thanks!

    Caleb

  • I had tried (1,1) and (1,2) but hadn't tried that and yes your suggestion worked! Thanks again!

    I didn't know what those values represented.. I thought maybe it was some kind of on / off thing or something.

    So any suggestions on how to get the analog value from the left and right triggers? I've done some testing (0,5) ,etc and that didn't seem to work.. I can get them to react ive they are called on, but not sure how to reach the analog value.

    Thanks!

    Caleb

  • So this is a little further along. I've mapped out more buttons and the analog (Left and Right) are linked up

    http://part12studios.com/temp/ControllerTest4/

    because as far as I can tell there is no way to define the Gamepad.axis as left or right analog.

    this also raises the question of accessing the analog left and right triggers..

    seems there are effectively four unique analog inputs coming from a standard xbox controller so its critical to know how to track these values independently and from the options listed, I don't get a sense of how that would work.

  • LittleStain yes that worked! I've never used set position before.. i always did set x and set y (which of course I can now see isn't the best way to do it

    So there is only one other question I need to figure out as part of this.. this seems to be a non specific axis input.. but Construct 2 supports left and right joysticks.. so I have to figure out how to capture the raw data from both the Left and Right joystick..

  • Grimbarian the plot thickens with the controller.. i'm close to having it work but i'm stuck on the issue of how do I only listen to one value in a formula screen when I'm given a value like (0,0) because that's how the raw X and Y data comes.. but because I seem to only catch the X value (first 0 of 0,0) the joystick moves diagonally

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