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Author Topic: Gamepad support?  (Read 5361 times)

Brewtal Legend

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Gamepad support?
« on: September 27, 2009, 23:56 »

I was wondering if it was possible to support gamepads on doomrl? I think it would be great since doomrl doesn't require as many commands as other roguelikes. Would just have to make it so the menus can be navigated by using the d-pad instead of typing the letter. I think it would be fun to play this one with a gamepad. Would diagonal movement be possible that way too?
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Thomas

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Re: Gamepad support?
« Reply #1 on: September 28, 2009, 00:40 »

I'm not entirely sure why you'd want to play a roguelike on a gamepad, but I can see this being implemented if it isn't too difficult to code...

Oh, and the inventory menu of 0.9.9 RC1 is already hybrid, you can use the letter or use the arrows.

It would depend on how many buttons your gamepad has though.
D-Pad: Movement
Left trigger: Hold down to disable the D-Pad when only one direction is being pressed (So it's impossible to move non-diagonally while holding in L trigger)
Right trigger: Hold down for Shift (For special firing, special reloading)

Then you'd need buttons for: Fire, Reload, Get, Drop, Inventory, Swap Weapon, Go Down Stairs
So you'd need at the very least 7 other buttons...
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Brewtal Legend

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Re: Gamepad support?
« Reply #2 on: October 12, 2009, 10:52 »

I usually have my laptop hooked up to my tv so I play through it as a monitor. I have a 10 button logitech gamepad. I just thought it would be fun playing doomrl on a gamepad, since the controls don't require every key on the keyboard like nethack and other roguelikes. I think it would be fun to have an rl you can play with a gamepad. 

I'm not sure what you mean by having to hold one button to disable the dpad?
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #3 on: October 12, 2009, 11:33 »

Someone would have to check SDL support for gamepads. Also someone would need to organize a donation drive aimed at buying a sensible gamepad for testing :>
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #4 on: October 12, 2009, 14:26 »

Let's just focus on that computer at the moment ;>
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #5 on: October 12, 2009, 20:00 »

I was just telling that I'd do that, but currently I don't even have money for a PC -_-
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #6 on: October 20, 2009, 01:15 »

anyone try using joy to key program? I can get all the buttons to work except for n,s,e,w. The diagonal directions work, but not the regular one.

http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm
http://www.brothersoft.com/joytokey-106303.html
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Journey

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Re: Gamepad support?
« Reply #7 on: October 20, 2009, 07:26 »

Have you tried changing doomRL's key bindings to keys that joy to key can emulate?

I haven't tried it, but maybe it'd work.

e.g. in doomrl map 'up' to the key 'a', then in joytokey map your gamepad's up to press the key 'a'.
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Angle of Death

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Re: Gamepad support?
« Reply #8 on: October 22, 2009, 06:03 »

It plays really clunky.
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Brewtal Legend

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Re: Gamepad support?
« Reply #9 on: November 13, 2009, 16:41 »

I saw this in a blog and it seems like an interesting way to handle movement on a gamepad

Quote
Support for standard console-style controllers can add to the appeal and accessibility of a game. Initially I thought it wasn't possible to properly control a roguelike with a gamepad because it's hard to precisely move something in one of eight directions using just a d-pad (or analog stick.) You might press northeast, might press north, it depends on the construction of the particular USB gamepad you're using and how its d-pad switch rolls around. My solution is to use the d-pad to choose one of eight directions, but only cause a movement (or attack) when one of the face buttons is pressed. One benefit is that there is no "race condition" between the axes and the diagonals; instead you settle your thumb into place, and use the other thumb to press a face button to "confirm" some action in that direction. With visual feedback on the direction currently being pressed, it could work out to be a very reliable system of roguelike control.

Also a type of shift button to toggle button binds to fit all the needed functions into about 8 buttons. Of course some functions like save can still be bound to the keyboard.
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #10 on: November 13, 2009, 17:27 »

Well now the answer is simple -- post a bounty :)
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Kornel Kisielewicz

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Re: Gamepad support?
« Reply #11 on: November 13, 2009, 18:15 »

If that means donate, I'd love to. But I have zero dollars. lost my job last year and have no income right now with not much luck finding a new job yet. When I do find work, I'd love to make a donation to the cause.
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