figuerres

Ok perhaps I am a moron but if XNA lets you create a windows game then why does it seem that only one kind of gamepad will work with it

ok so msft would love to sell 360's and the pads that work with them but....

come on !

I have a microsoft joystick and a logitech game pad that work just fine....

why not support standard gamepads

not everyone wants an xbox pad, some kinds of games are better with a stick - like a flight sim

and some users prefer them.

why such a limited input option when the game is on a pc with so many input devices

I am sure that an "adpater" could be written to map a std' input to the gamepad but since MSFT wrote DX and DInput and WIndows and XNA seems like they should have included this kind of function as part of the XNA framework.



Re: XNA Framework XNA windows and game input devices

Catalin Zima

Almost all features included in XNA are there because they can be used both on Windows and XBOX 360. (The exception to this is the mouse support)

I think they left out other gamepads/joystick support because they can't be used on the XBOX. However, if you intend to only make your game for the windows platform, nothing stops you from using the MDX1.0 assemblies and using classical DirectInput for input and the rest of XNA for the rest of the game.

Just an ideea.





Re: XNA Framework XNA windows and game input devices

figuerres

I see some posts about this but I am also thinking of some basic problems like:

the xbox controler can work on a PC via USB right

then can a PC USB device work with an XBOX

I have a long time interest in simulation games like Falcon (F-16 flight sim) and the Mech* games like MechWarrior and I know that many folks who play them use more than just a pad; for example a full "stick and rudder" rig can be done for a PC.

now I do not see masses of folks buying $1,000 rigs for just any game.

but if I can see a way to follow a few ideas I'd like to try and make an XBOX game like a Mech or flight sim that would allow the user to have controler options.

I am not a hardware builder so if there are not easy ways to do this then forget it...

it would seem like MSFT should think of the many joystick / rudder / and other devices that are all usb and work with a pc and could work with XNA.

that would open up the way for more great games to be built for the xbox and the pc using xna.

is there any way for a working game device to be made "xbox" usable or did MSFT make that not possible





Re: XNA Framework XNA windows and game input devices

Catalin Zima

is there any way for a working game device to be made "xbox" usable or did MSFT make that not possible

Please be aware that these are my personal opinions and assumption.

For those devices to work, Microsoft would have to make the XBOX Operationg System accept the installation of drivers, for those devices. That would bring a series of security risks.

On the other side... having an universal controller for all games that appear on the XBOX 360 is a good thing, as I see it, because the developers are always sure what the user will have in his hand, and what buttons / sticks are available.





Re: XNA Framework XNA windows and game input devices

Danny Tuppeny

figuerres wrote:

I see some posts about this but I am also thinking of some basic problems like:

the xbox controler can work on a PC via USB right

then can a PC USB device work with an XBOX

As I understand it, with the exception of keyboards, all USB devices need to have MS chips in to work with the Xbox 360. This lets them "ensure quality" or something :-)

I'm not sure if all of these devices will work with XNA though - I've not seen classes for things like Steering wheels, and I'd assume they'd be handled differently to the controller :(





Re: XNA Framework XNA windows and game input devices

Michael Klucher - MSFT

Our controller model is based on XInput which uses a common controller model to be compatible between platforms. If the controller is compatable with the Microsoft Common Controller Driver model it will work with XNA.




Re: XNA Framework XNA windows and game input devices

figuerres

Michael Klucher - MSFT wrote:
Our controller model is based on XInput which uses a common controller model to be compatible between platforms. If the controller is compatable with the Microsoft Common Controller Driver model it will work with XNA.

how do we know what pc controlers are compatible with that

how will an "end user" with a pc know what controlers will work

how can an XNA framework game use a normal windows controller on a pc

will this always need custom code to thunk over to MDX to work

is there any thought to having some sort of "MDX input to XNA input" framework / classes / helper interfaces / tool

for example say I have an MS Sidewinder joystick (or any simmilar recent vintage usb stick)

why not have a standard way to allow the user to say to XNA "Please map this Joystick to showup in XNA games"

seems to me like a thing that the XNA framework should make possible as it would benifit all games using XNA and the user of the PC.

as a user if I saw a new game and it told me that my current stick and pad did not work and I had to buy a new pad I would pass it up for some other game that did not pose that problem.

this is for the PC side of XNA, I understand that on the XBOX there is a "standard controller" etc...





Re: XNA Framework XNA windows and game input devices

Khass

Thats cool, but the XInput interface is a bit limited for joysticks don't you think I've only thumbed through it (so pardon my ignorance if I'm wrong), but I don't remember seeing stuff like sliders and POV switches - it looks to be very arcade controller centric (XBox arcade controller centric in fact).

I don't mind bolting DirectInput onto the side of XNA-built games (it isn't hard to keep it isolated). In fact, I like the idea of having a clean cross-platform library - I (me, joeblow nobody) just don't want to see the support for other controllers disappear from managed directx-or-what-have-you entirely (ala directx 10 if that's still in the works).

Is there any direction over there for supporting non-arcade style games






Re: XNA Framework XNA windows and game input devices

SoopahMan

Open Source wrapper class posted:
http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1265609&SiteID=1&mode=1

Feel free to add to it if you feel you have ideas to add!