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Thread: Controller support?

  1. #21
    Clicker

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    Quote Originally Posted by Danny View Post
    Outcast - just insert the XNA Joypad controller and develop your app as an XNA Windows Application. Still an EXE and full XNA support. This way you can use the documents and examples from the XNA sub-forum what me, Cole and a few others have provided. This will enable full support for Xbox controllers on any PC.
    Oh so I should use the XNA Joypad object instead of the Joypad 2 object? Do I need to set settings to XNA or can I still develop in regular Windows Exe? Is there any differences?

  2. #22
    Clickteam Clickteam
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    No difference really, except the XNA executable will be compatible throughout. There's no loss in exporting as an XNA Windows Executable but there is an advantage by you being able to use the XNA Controller Object

  3. #23
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Quote Originally Posted by Danny View Post
    There's no loss in exporting as an XNA Windows Executable
    Performance?

  4. #24
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    Quote Originally Posted by James View Post
    Performance?
    Unsure, I've never tested it's full extent. I do know that when I was developing two engines specifically for XNA, I needed some levels creating in the built-in editor with the full engine frame to test then exported as an XNA Windows Executable and reports were a decent FPS measure ~60

  5. #25
    Clicker

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    Is there any official information about performance differences?

  6. #26
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    Hey guys, sorry for the necrobump but i figured it would be better than posting a new thread about some of the same lol. Do any of you guys know of a way to set an event to when there is no USB controller detected the player will use the keyboard, but when one is connected it converts the controls over to the controller itself?

  7. #27
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Quote Originally Posted by Warmachine View Post
    Hey guys, sorry for the necrobump but i figured it would be better than posting a new thread about some of the same lol. Do any of you guys know of a way to set an event to when there is no USB controller detected the player will use the keyboard, but when one is connected it converts the controls over to the controller itself?
    Easy: Use one group of events for player controls, and another for game controller controls. Then, simply activate the keyboard group of events and de-activate the game controller group of events when the player doesn't have a controller plugged in. Do the same for activating the game controller group of events.

  8. #28
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    Quote Originally Posted by happygreenfrog View Post
    Easy: Use one group of events for player controls, and another for game controller controls. Then, simply activate the keyboard group of events and de-activate the game controller group of events when the player doesn't have a controller plugged in. Do the same for activating the game controller group of events.
    Thanks dude, yeah i thought that would work but what would i need to do in mmf2 for it to disable the keyboard group when a controller has been plugged in? I understand what you mean about disable/enable the groups but i guess what im trying to ask is, would there be a way that when the USB controller plugs in and is detected in windows that it would completely disable the keyboard control group?

  9. #29
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Yes, there are several game controller objects out there that can detect when a game controller has been plugged in.

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