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1075996 Posts in 44156 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 11:17:05 PM
TIGSource ForumsPlayerGamesOuya - New Game Console?
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Author Topic: Ouya - New Game Console?  (Read 111386 times)
deathtotheweird
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« Reply #1480 on: July 20, 2013, 06:00:59 PM »

People sometimes talk about things, moi. Dunno if you ever noticed them doing that. Me expressing my negative opinions for the Ouya is just as productive (as in-not productive at all) as someone expressing their position opinions. I find it entertaining, personally.

Also to be on topic here's another article about how gay Ouya is on the dev side: http://www.giantbomb.com/articles/ouya-wants-to-give-away-1-million-to-developers-bu/1100-4690/

edit:

Someone reminded me that the default Ouya controller sucks and is near universally panned. And users recommend to use a 360 or PS3 pad instead. So how is that different from supporting multiple controllers for PC if you have to do the same for Ouya?
« Last Edit: July 20, 2013, 06:14:15 PM by allen » Logged
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« Reply #1481 on: July 20, 2013, 06:12:47 PM »

it doesnt make sense that you guys spent so much time talking about how the ouya controller sucks and you need to use another controller anyways, only to then talk about how pc = no controller

both devices basically require you to use a "third party" gamepad
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« Reply #1482 on: July 20, 2013, 06:29:39 PM »

It also makes the touchscreen on the controller rather worthless ..
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deathtotheweird
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« Reply #1483 on: July 20, 2013, 06:41:32 PM »

Aside from the fact it was already useless
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Gimym JIMBERT
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« Reply #1484 on: July 20, 2013, 06:57:19 PM »

What are game on pc that works well with a touch pad? That's one things among other who prevent me to play "any" game with bad keyboards.
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deathtotheweird
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« Reply #1485 on: July 20, 2013, 07:56:06 PM »

Probably hundreds more than the Ouya has or ever will have.

You could play most turn-based games like Civ 5 or XCOM. RTS games might play well, but I probably wouldn't recommend it. Some puzzle games like Bejewled and Peggle. Most tower defense games. Some great indie games like Crayon Physics Deluxe, World of Goo, Atom Zombie Smasher, Frozen Synapse, AI War, Beat Hazard, Bit.Trip series, Chime, COGs, Defcon, Edge, Dungeon Hearts, English Country Tune, adventure games like Gemini Rue/Walking Dead, Gratuitous Space Battles, Darwinia, Uplink, NightSky, Oil Rush, Osmos, Rock of Ages, Scoregasm, Spacechem, Sword and Sworcery, Trauma, diablolikes such as Torchlight 1/2 and Path of Exile,  Wizorb, Zen Bound2.

This was just me thinking off the top of my head and going through my Steam list. I own just as many games apart from Steam on GOG and other places that would probably add greatly to this list as well. And most of these are commercial games there are a ton of flash games and other freeware that would play great with a touchpad.
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Gimym JIMBERT
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« Reply #1486 on: July 20, 2013, 08:00:11 PM »

Hell no, touchpad is not a mice, a lot of these game demand mice precision! My attempt at torchlight was a disaster! Civ is more reasonable it's less twitchy. Crayon physics is out of question! Nothing where you have to draw I'm certain!
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deathtotheweird
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« Reply #1487 on: July 20, 2013, 08:11:31 PM »

Torchlight doesn't require precision lol. I got to the end of the first one on a laptop's touchpad, it wasn't hard at all.

Very few of those games require any precision, it's precisely why I chose them and not others. The only thing you have anything close to an argument for, with regard to precision, would be AI War, Beat Hazard, Scoregasm, and Crayon Physics Deluxe. Those were probably a poor choice, but the rest are no brainers.
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Gimym JIMBERT
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« Reply #1488 on: July 20, 2013, 08:23:39 PM »

Well maybe torchlight was due to my playstyle, I tend to play glass cannon, I need to move the cursor very quickly on long distance, touchpad don't allow that and there is miss read and miss click. Basically I was playing an archer with only dex pumped up by any possible mean (jewel in slots, stat, etc..) while leaving other stat in the dust.
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« Reply #1489 on: July 21, 2013, 12:47:43 AM »

Worry about what I'm saying not how I'm saying it bro. I have no desire of being nice to someone who is so blatantly stupid and incorrect.

Lol. If I see someone writing like you, I immediately assume "idiot" and assume that your opinions are trash.
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« Reply #1490 on: July 21, 2013, 12:59:48 AM »

Lol. If I see someone writing like you, I immediately assume "idiot" and assume that your opinions are trash.

Careful...make him angry enough, and he might send you a PM full of verbal abuse as he opted to do to me. Tongue
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« Reply #1491 on: July 21, 2013, 01:00:52 AM »

Oh no! I take back everything I said. Please don't send me PMs.  Cry
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« Reply #1492 on: July 21, 2013, 01:15:48 AM »

Anyone who says it's difficult is either really lazy or really dumb. The fact it took him a month is proof of his stupidity.

Have you done actually done this, or are you just making assumptions? Show me your own implementation of gamepad support. I suspect you're not speaking from experience.
I have done that for digital input in directx9 back then. I had various controllers, had no problems at all. I see that for analog input the axis may be inversed so the options menu may bloat up a bit to account for these settings. Other than that I don't think there is a problem to set up a standard pad with 2 analog sticks.

I think we as a developer support the trend of thinking "the pc has to be played with k+mouse" as long as we prevent to show "no, this game is meant to be played with a joypad". So in providing a variety of games on pc the expectations will also shift on the consumer's side.

So I also understand when some other people think this line: It is ridiculous to invent quantities of new consoles/toys for specific needs a pc (which most of the people already have) can already match and outdo.
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« Reply #1493 on: July 21, 2013, 01:41:19 AM »

May be it being android, an "independent" op-system, and the ease of use not having to configure stuff on a console is a plus for less tech-involved people. I see that point though.
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« Reply #1494 on: July 21, 2013, 02:23:52 AM »

I have done that for digital input in directx9 back then. I had various controllers, had no problems at all. I see that for analog input the axis may be inversed so the options menu may bloat up a bit to account for these settings. Other than that I don't think there is a problem to set up a standard pad with 2 analog sticks.

Windows does things a little bit differently than other platforms. If DirectInput is the only API you're dealing with, you won't run into the same problems as if you're going cross-platform. Axis reversing isn't the only thing - how do you even identify which axis is what? For example, a PS3 controller has a huuuuuuuge number of axes, because every button is pressure sensitive and gets its own axis - not to mention that it has an accelerometer, so if you try to do a control setup scheme where you ask the user to press each button/axis in turn to assign it, you'll get false positives from noisy accelerometer values as the player moves the controller around. There's nothing you can trust about the ordering of reported controller elements, either - any axis ID could correspond to any element on the controller. Same for buttons. You also don't necessarily know whether an element like a d-pad will be reported as two axes or four buttons - different gamepads/drivers do different things.

I took a look at the TrapThem demo, and it apparently only supports Xbox 360 controllers. I guess XNA only allows you to use XInput? Or can you get to DirectInput from it too?
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J-Snake
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« Reply #1495 on: July 21, 2013, 02:38:49 AM »

Xna natively only supports xbox360-compatible input devices, unfortunately. I have explicitly written it into the options-menu just to go sure for the user. But it seems to get more common on windows platforms, the original Crysis already added/rushed support for the xbox360 controller, even when it was mapped horribly and it didn't offer options to rebind keys.

btw. when you have played some more TrapThem feel free to give your feedback on it. Thanks.
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« Reply #1496 on: July 21, 2013, 02:41:33 AM »

btw. when you have played some more TrapThem feel free to give your feedback on it. Thanks.

Yep, totally! I'll be honest, checking the control screen just now was the first time I launched it - definitely will play the actual game soon and let you know what I think.
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« Reply #1497 on: July 21, 2013, 03:05:14 AM »

supporting non xbox360 controller would have been easy, you were just lazy and indulgent
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« Reply #1498 on: July 21, 2013, 03:14:58 AM »

There's plenty of PC controllers that suck balls, doesn't give you an excuse to not write decent code to support most of the non-sucky ones.

I myself have a USB to Saturn adapter that sends all inputs and buttons as pressed when a controller isn't plugged in.  Admittedly it's a piece of shit.  And I don't expect anyone to support that crap or check for it.
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« Reply #1499 on: July 21, 2013, 03:27:37 AM »

... not to mention that it has an accelerometer, so if you try to do a control setup scheme where you ask the user to press each button/axis in turn to assign it, you'll get false positives from noisy accelerometer values as the player moves the controller around. ...
You should include a threshold before flagging an analog axis as "pushed".
The random ordering is annoying, but with a freely configurable system (and also mapping analog to digital) this works quite nicely.

Also, force feedback seems to be only possible via DirectInput for any controllers.
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