I was just looking at a 3D terrain example, now I wanted to see how a console-based controller could go around it. However, most PC controllers are modelled after PS2, I have an XBox controller connected to my PC. Now, the layout is a little different. Would the same D-Pad code work for this controller as well, or should the XBox controller be programmed a little differently? I mean, the thumbsticks and the D-Pad may be different from that of a normal PC joystick/gamepad, and would like to know if the programming would be a little different.
Connected my XBox Controller, need some help...
Blitz3D Forums/Blitz3D Programming/Connected my XBox Controller, need some help... Not really, I'm pretty sure joyx() and joyy() is standard for reading the d-pad axis' and left analogue ( if turned on ). The right analogue needs a different setup to the ps2.
See here ..
http://www.blitzbasic.com/codearcs/codearcs.php?code=1592
See here ..
http://www.blitzbasic.com/codearcs/codearcs.php?code=1592
Okay, that sounds great. I'll browse around for commands as far as setting up this controller to work with an arcade-style game that I'm putting together. Should be interesting to see what I come up with when it comes to setting up my controller. Thanks. I would've thought that an XBox controller would be a little more difficult to program from a PC controller, but I did install the XBCD drivers for it, so it may come out to be approximately the same.
Try one of the 360 shooters and you'll find that it works just fine.
Stevie
Stevie
Yeah, that would be a direct connection, since an X360 controller is USB already (smart move Microsoft, using a PC connection for a game console). However, for the original XBox, I believe that I just got the SmartJoy Adapter mailed to me from Amazon.com, so I have no problems there, either now. I was just looking to see that.
Now if only I could figure out how to get that vibration/rumble effect programmed into Blitz, so that way if you were to hit a wall, you would feel the vibration through the joystick (just like the XBox does). I don't think Blitz had vibration/rumble joysticks or game controllers in mind, I guess.
Now if only I could figure out how to get that vibration/rumble effect programmed into Blitz, so that way if you were to hit a wall, you would feel the vibration through the joystick (just like the XBox does). I don't think Blitz had vibration/rumble joysticks or game controllers in mind, I guess.
Nope, no native force feedback control within blitz but there is a ( not free ) dll which will do this for you ....
A link to demo version should be available on Codersworshop. The file is called ...
FFPPluginDemo
A good while back a guy called Pepsi did something also ... you could try searching in these forums.
Stevie
A link to demo version should be available on Codersworshop. The file is called ...
FFPPluginDemo
A good while back a guy called Pepsi did something also ... you could try searching in these forums.
Stevie
That sounds okay, I'll be sure to find some ways to find a rumble force feedback, maybe converting my game to Visual C++ would be a start (I believe most XBox or X360 games are ported from VC++ code, if I'm not mistaken, knowing Microsoft they probably want you to use their languages to code in). However, I have plans on keeping my game project on the PC platform until then. I'll start off by converting my game to C++ after I'm done with the Blitz phases of the program. Man, oh man, have I got a lot of work to do getting my "Plasmorg" project going. It's gonna be a while before this game gets into different platforms, and different code languages. Especially a joystick/gamepad version of the game.
Well, after getting an X360 controller, I saw that the XBCD driver didn't recognize that. That would've allowed the 360 controller to have rumble features (which the Microsoft driver does not). How would I get the XBCD driver to recognize the 360 controller, as that is the one I'm switching to?