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1029024 Posts in 41340 Topics- by 32941 Members - Latest Member: mfabbri77

August 01, 2014, 10:31:10 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsGAMMA (Moderator: fish)GAMMA IV
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caffeinekid
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« Reply #15 on: December 08, 2009, 07:21:12 PM »

Can the button be analogue?

One binary digit of input information. It's either 1 or 0, nothing in between.

I'm so happy to see this theme. We have been pushing accessibility stuff in games for a few years now over on RetroRemakes.

I have two ideas for games and don't know which one to go with yet. Smiley

Good luck to everyone who makes something.  Hand Any Key
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roboprez
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« Reply #16 on: December 08, 2009, 09:19:46 PM »

Could you use flashjoystick so you can create a game in flash?
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fish
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« Reply #17 on: December 08, 2009, 10:15:16 PM »

yes
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Martin 2BAM
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« Reply #18 on: December 08, 2009, 10:42:56 PM »

When someone tries it and has some code, please post it.

It says at the link's page that the xbox A-button is the "button 1", but I don't know if it's the first index (i.e. Joy button 0) or the index number one (i.e. Joy button 1)

...or, I could bind all buttons to the same single action, just in case, if that's allowed.
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OneSwitch.org.uk
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« Reply #19 on: December 08, 2009, 11:34:12 PM »

It says at the link's page that the xbox A-button is the "button 1", but I don't know if it's the first index (i.e. Joy button 0) or the index number one (i.e. Joy button 1)

...or, I could bind all buttons to the same single action, just in case, if that's allowed.

For a PC from the Joystick properties utility the Xbox 360 joypad buttons are indicated as:

A = button 1
B = button 2
X = button 3
Y = button 4

LB = button 5
RB = button 6

BACK  = button 7
START = button 8

LEFT THUMB STICK BUTTON = button 9
RIGHT THUMB STICK BUTTON = button 10

An easy way to test this is to connect almost any compatible joypad/joystick controller to your PC. Go to "Devices and Printers" (via the START menu and for XP/Vista via the Control Panel). Next access your connected joystick and open up the "Game Controller Settings" or properties. If you press "A" on an Xbox 360 controller - you should see the on-screen button 1 indicator illuminate. Almost all joysticks/joypads will have a button mapped to 1.

There's nothing in the rules to stop you mapping your single control to all of those buttons. Nor also the SPACE BAR and LEFT MOUSE CLICK to make your game compatible with most accessibility switch interfaces. So long as they all do the same thing.
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Kyrn
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« Reply #20 on: December 09, 2009, 12:10:51 AM »

Just wanted to get a few clarifications:

1) Regarding the 5 minute gameplay, if I was using some form of stage based formula, there's a chance that even if I make the stages downright easy, the player may still not complete the game regardless (This is especially notable because I plan to make a "New Super Mario Bros Wii" multiplayer format, which has the possibility of extending gameplay duration). Do I have to implement a timer so that the game dumps itself back into the starting screen regardless?
2) In terms of switch gaming and multiplayer, how does switch gaming handle multiple player input? (meaning other than "spacebar" which other buttons should I be using?)
3) Can the game be commercial before submission? (though likely the commercial and submission version would be slightly different to make the game more accessible via pause buttons and whatnot) (My reason being that I'm developing on XNA, and can conceivably create a XBox Live version without much changes)

[EDIT]
4) On a separate note, my game idea can conceivably be converted into small screen formats (most notably small enough to fit into the 256 x 256 screen size restriction used for Gamma 256) without too much loss of data. Is it permissible to submit two separate executables for such? Should I bother about such?
[/EDIT]
« Last Edit: December 09, 2009, 12:17:43 AM by Kyrn » Logged
raiten
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« Reply #21 on: December 09, 2009, 01:44:53 AM »

yup.
everything has to only use 1 button.
you cant use a d-pad to go in options and then its just one button when the game actually start.

all one button all the time.

oh yeah.

it has to be the same button to quit the game too.
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Harley Turan
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« Reply #22 on: December 09, 2009, 06:53:55 AM »

Just wanted to get a few clarifications:

1) Regarding the 5 minute gameplay, if I was using some form of stage based formula, there's a chance that even if I make the stages downright easy, the player may still not complete the game regardless (This is especially notable because I plan to make a "New Super Mario Bros Wii" multiplayer format, which has the possibility of extending gameplay duration). Do I have to implement a timer so that the game dumps itself back into the starting screen regardless?
2) In terms of switch gaming and multiplayer, how does switch gaming handle multiple player input? (meaning other than "spacebar" which other buttons should I be using?)
3) Can the game be commercial before submission? (though likely the commercial and submission version would be slightly different to make the game more accessible via pause buttons and whatnot) (My reason being that I'm developing on XNA, and can conceivably create a XBox Live version without much changes)

[EDIT]
4) On a separate note, my game idea can conceivably be converted into small screen formats (most notably small enough to fit into the 256 x 256 screen size restriction used for Gamma 256) without too much loss of data. Is it permissible to submit two separate executables for such? Should I bother about such?
[/EDIT]
Now, I'm by no means qualified to answer these, but I'll give it a go:

1) Yeah, the game should quit to title after 5 minutes regardless of the type of game. Paper Moon from last year's Gamma was a platformer and it had to quit after 5 minutes. To make it more subtle, you could have a story event such as the world deteriorates after 5 mins, or if the players are escaping from something, it catches them after 5 mins. It doesn't just have to be an abrupt title screen popping up.
2) Not sure what you mean by 'switch gaming', sorry. As far as I'm aware, multiplayer at the event will be handled by 4 separate Xbox 360 controllers.
3) Again, I'm not too sure on this. If in doubt, don't  Smiley
4) I can't see much benefit in submitting two executables. Just make the game in whatever resolution you feel works best and submit that.

Hope that helps  Smiley

Now, if I could make my own request, would it be possible to get ahold of the plain GammaIV logotype? Thanks.
« Last Edit: December 09, 2009, 06:59:17 AM by Harley Turan » Logged
Martin 2BAM
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« Reply #23 on: December 09, 2009, 08:12:04 AM »

It says at the link's page that the xbox A-button is the "button 1", but I don't know if it's the first index (i.e. Joy button 0) or the index number one (i.e. Joy button 1)

...or, I could bind all buttons to the same single action, just in case, if that's allowed.

For a PC from the Joystick properties utility the Xbox 360 joypad buttons are indicated as:

A = button 1
B = button 2
X = button 3
Y = button 4

LB = button 5
RB = button 6

BACK  = button 7
START = button 8

LEFT THUMB STICK BUTTON = button 9
RIGHT THUMB STICK BUTTON = button 10

An easy way to test this is to connect almost any compatible joypad/joystick controller to your PC. Go to "Devices and Printers" (via the START menu and for XP/Vista via the Control Panel). Next access your connected joystick and open up the "Game Controller Settings" or properties. If you press "A" on an Xbox 360 controller - you should see the on-screen button 1 indicator illuminate. Almost all joysticks/joypads will have a button mapped to 1.

There's nothing in the rules to stop you mapping your single control to all of those buttons. Nor also the SPACE BAR and LEFT MOUSE CLICK to make your game compatible with most accessibility switch interfaces. So long as they all do the same thing.

Thank you very much for your answer!
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brog
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« Reply #24 on: December 09, 2009, 08:13:24 AM »

Can the button be analogue?
One binary digit of input information. It's either 1 or 0, nothing in between.
That's not quite true; you can read the time it's held for.

...

I really don't like this theme.  I'm sick of seeing it all over the place.  Half the game competitions on this internet seem to have a one-button theme, or at least a one-button category.  And in "suggest themes for the next competition" threads, people always suggest it, and then someone always goes "wow that's an awesome original theme I really like it".  Sick of it.

So I'm going to enter.
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OneSwitch.org.uk
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« Reply #25 on: December 09, 2009, 08:55:06 AM »

Just wanted to get a few clarifications:...

2) In terms of switch gaming and multiplayer, how does switch gaming handle multiple player input? (meaning other than "spacebar" which other buttons should I be using?)

I'm not officially linked to the competition, but I've tried to post the best accessibility guidance I can here: http://switchgaming.blogspot.com/2009/12/gamma-iv-one-switch-help.html - which includes some advice for multi-player accessibility standards. Hope that helps?
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Kyrn
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« Reply #26 on: December 09, 2009, 10:58:11 AM »

Thanks for the advice. One thing I've been considering as a mapping scheme is actually a first-input map (for the keyboard), reset whenever the game returns to menu. I'm doing something similar with the XBox controls, in which anyone who presses first gains control of the first character, and etc. This shouldn't affect the majority of switch-input games, I believe.
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FARTRON
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« Reply #27 on: December 09, 2009, 11:08:50 AM »

Can we rely on Joy2Key?

And if so why would anyone bother with joystick support when you could just remap any keyboard activity to ButtonEvent?
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fish
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« Reply #28 on: December 09, 2009, 11:45:58 AM »

YES, joy2key or anything like that is fine.
flash is fine.

and we use xbox controllers because we dont want to present people with mice and keyboards.
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GregWS
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« Reply #29 on: December 09, 2009, 01:25:25 PM »

Given this theme, you could get some hardware geeks to create single button controllers for you.

...they could even be wood-paneled.  Well, hello there!
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