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Re: Xbox360 Control Test - X-Blaster Game [Re: TigerTao] #218481
07/28/08 21:25
07/28/08 21:25
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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Unfortunatly I am not a Lite-C developer. We have not seen anything from A7 that has made us jump up and re-code the last 2 years development work. Out of interest I would welcome anyones input into why we should indeed upgrade, I would be more than open to comment smile

This little demo, of course is not 2 years of work, lol, more like 2 days, but I really wanted to get a complete Xbox Controller design up and running before integrating it into our main project.

This seemed like the ideal way smile

I really wanted to add the specialist weapons upgrades and collection mechanics before I upload this demo, Hopefully in the next day or so.

Thanks for the offer of support, I will be posted links to downloads here very soon. Thanks again all


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Re: Xbox360 Control Test - X-Blaster Game [Re: indiGLOW] #218515
07/29/08 03:34
07/29/08 03:34
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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just asking..., have you tried the dll that microsoft offers so the pc can use a 360 controller? i actually use that dll and the setting in the A6.60 property manager to use my 360 controller. its pretty easy to set up. i am a console gamer, so the projects i am working are controlled by my controller, with the option to use the keyboard as a back up plan. setting up the buttons are pretty easy too.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Xbox360 Control Test - X-Blaster Game [Re: Blink] #219023
07/31/08 17:16
07/31/08 17:16
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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you know I think this is exactly what I am using Bink, although I am not 100% sure as I grabbed from this site smile

I am really excited to be soon to share this small, fun game. I hope that it demonstrates that A6 is not dead and most importantly might be the stepping block for others here to use and re-develop and create their own shooter games.

I really will upload this very soon. I just want to make it a more polished mini game before I do. Thanks to everyone for their patience, definatly upload it this weekend.

Cheers all


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Re: Xbox360 Control Test - X-Blaster Game [Re: indiGLOW] #219383
08/02/08 13:23
08/02/08 13:23
Joined: Oct 2003
Posts: 1,550
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indiGLOW Offline OP
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indiGLOW  Offline OP
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One week later than planned whistle grin





The Xblaster Beta Test is ready cool
Download Beta Test Here

Designers Note:
I have yet to implement the drone special weapons, assigned to their matching color buttons, this will be added in the next beta test.

Lives has been increased to 500 for this demo.
Demo includes 10 levels of increasing difficulty.

Beta Test Info

Controls:
Left Stick = Control Ship [Forward Stick = Boost & Back Stick = Brake]
Right Stick = Control Drones
Right Stick Button = Dock/Undock Drones [must be in close proximity to re-dock]

Right Trigger = Fire Primary
Left Trigger = Fire Secondary

Left/Right Bumper = Evasive Roll

Start Button = Pause Toggle

Please Note:
Music - placeholder freeware sample from FlashKit.com


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Re: Xbox360 Control Test - X-Blaster Game [Re: indiGLOW] #219807
08/04/08 19:10
08/04/08 19:10
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Anyone got any Xbox Controller Feedback?

BTW: You can use the following keys -

WASD = standard movement
Q/E = Roll Left/Right

SpaceBar = Fire Primary
B = Fire Secondary

There's no hookup for docking/undocking the drones though frown


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Re: Xbox360 Control Test - X-Blaster Game [Re: indiGLOW] #222483
08/19/08 16:28
08/19/08 16:28
Joined: Oct 2007
Posts: 27
S
Skeksis Offline
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Skeksis  Offline
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I only have time to spend a few minutes with this at the moment, but everything seems to be working nicely with the Xbox 360 controller, the vibration works good aswell.
I'll have more time later, so I'll give it another go and hopefully have some better feedback.
So far it looks like a nice little game.

Re: Xbox360 Control Test - X-Blaster Game [Re: Skeksis] #222583
08/20/08 00:48
08/20/08 00:48
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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the demo was fantastic! very addictive.the controls were very responsive! only critique was, i wish there was a rumble when i was hit and a long rumble when i died. other than that, everything worked perfectly.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Xbox360 Control Test - X-Blaster Game [Re: Blink] #227422
09/14/08 12:08
09/14/08 12:08
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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indiGLOW  Offline OP
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Thanks for checking this out guys, while its only a small demo, I thought it would be a great starting block for game studio users, give them something to build a shooter from.

I was really keen to integrate some console type control, so that anyone building their own shooter from this could easily demo it with an Xbox 360 Pad.

I will make a few more changes, including the critique and suggestions Blink proposed (thanks bud) and hopefully the basic code for the other 4-5 Ai enemies.

Once this is ready I will post one more Beta test and then indiglow will publish the game and the source code for everyone to use.

Thanks again for the great feedback from everyone.

Slightly off topic: whats the best way to share the X-Blaster source? and would anyone be interested in porting it to A7 as we are building in A6 Pro at present?


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Re: Xbox360 Control Test - X-Blaster Game [Re: indiGLOW] #227857
09/16/08 13:53
09/16/08 13:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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Quote:
I know that where I work, every dev has a 360 controller plugged into their PC, but then where I work is probably the exception to the rule, instead of the rule itself.


Yeah, but it does seem normal joysticks are out of the picture entirely... I know loads of devs that use Xbox360 controllers, I think there's a slight shift in using the good old 'wasd' configs to using Xbox360 controllers as the basic control scheme in games actually.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Xbox360 Control Test - X-Blaster Game [Re: PHeMoX] #227902
09/16/08 18:29
09/16/08 18:29
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline OP
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Heres a sneak peak at the next release of X-Blaster, which is very close to completion now.



I've spent a lot of time tweaking the controls and adding a little bit more feedback, but mostly I have been adding to the level sctructure including early prototype boss enemies.

The game has evolved considerably and it now has a really solid set of game play mechanics.

I've spent the last 24 hours bolting on some UI and hopefully will have this all wrapped up for a release in the next few days smile

@Phemox: I think to broaden the appeal of the X-Blaster demo template, I will need to add joystick support, if only for the majority of members here.

I am a little suprised that so few people seem to have a Xbox360 pad connected to their PC. I certainly agree with your comments regarding 'WASD' and the migration to pad controls. Although I think the hardcore gamers will stick with mouse and keyboard for fast FPS games, until something comes out that tops it...

Anyway, thanks everyone for helping test this, much appreciated smile


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