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Request for Ouya controller support #220
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Hi Tim, That would be great, and furthermore I think I read somewhere (maybe on the ouya website documentation) that classical keyboard event can be used for the controller (although analog control for sure require more love), but it could be quite easy for the classic (digital) controller events. now the only small problem so far is that we don't have yet an Ouya, so we can so far only blindly add support for it :) by the way, any link to the android market for you game ? Having a full game reference is still nice to see and ease as well to promote melonJS ! |
Hi Olivier, That would be fantastic if the controller support works that way... will As for a game on the market, we aren't to that stage yet. We are pushing to Thanks, |
melonJS works fine with some gamepad? For example xbox wired controller? The ideia is export the game for native console app or use gamepad on Gregório Benatti On Tue, Jul 23, 2013 at 6:27 AM, Olivier Biot notifications@github.comwrote:
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Hey, thanks for the follow up! Unfortunately, we are still waiting on cocoonJS to support the Ouya |
@gregoriobenatti @mluyties |
Really nice! I will see a little closer when I back to work on my Gregório Benatti On Tue, Jul 23, 2013 at 10:46 PM, Olivier Biot notifications@github.comwrote:
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@olivier I'd love your feedback on the game! You can see it here: |
@mluyties will definitely have a look at your game ! |
I received my Ouya today, so I'll take this ticket and see how far I can get tonight. I'm thinking we need a new "me.input.GamePad" class that can be extended for specific kinds of controllers, like Ouya, Xbox 360, PS3, etc. These will mostly be very light wrappers around the GamePad API (#34). |
lucky you ! :P my gut feeling was that either :
OR
damn i need an Ouya too ! |
In my search tonight, I just found this: https://bitbucket.org/ludei/cocoon_cocoonjsextensions/src/85af16c2acaf081df134487f720dd94f6e5459da/CocoonJS_OUYA.js?at=master It looks like just the thing we need! No telling how to actually use it, but it appears CocoonJS is actively working on Ouya support. I do not know which CocoonJS version has the Ouya support, possibly not available in any released build. I've sent an email to Ludei for confirmation. I have also just recorded the complete button mapping for the controller as reported by Chrome. It's kind of unusable, though, because the controller takes over mouse and some keyboard input. Pressing the A button activates Exposé, and the O and U buttons activate the mouse button. My cursor stays stuck in the corners of the screen while using the controller, and just generally interacting in a truly annoying way. Also, the analog readouts are bogus, especially L2. The touch pad (in theory) works exactly like a normal track pad/mouse. But with the cursor stuck in the corners of the screen, it's pretty much useless.
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did a bit some research on my side, and should be definitely achievable through ticket #34 ! did you get any feedback from the cocoonJS guys on when it might be available ? Also, did you sniffed the user agent for the ouya ? you might try implementing some trick like if ouya then map the else, what was your idea for a potential me.gamepad api ? personally what I would like to have is a "bindButtonTokey" function that would optionnally allow to trigger a key event when a button is pushed. |
I just heard back from Ludei and they said "we want to release Ouya support On Sun, Aug 4, 2013 at 10:18 PM, Olivier Biot notifications@github.comwrote:
Sincerely, |
Awesome news! I'll be hacking on this as soon as it is available. :) |
Same here, I got myself an ouya too earlier this week :) |
HTML5 Gamepad API support for Ouya is available now in CocoonJS starting with v1.4.4. It's time to make this happen! FYI, this forum poster claims that the glitchy behaviour on OSX can be solved with an empty driver: http://ouyaforum.com/showthread.php?3185-Ouya-controller-input-on-computer-macosx&p=78432&viewfull=1#post78432 Also note that the user describes the same craziness with the L2 trigger. This means we'll need to normalize this trigger in melonJS itself, at least on OSX. And one more link, gamepad API documentation for CocoonJS: http://wiki.ludei.com/cocoonjs:extensions:gamepad |
Hey guys, any idea on when we will see this implementation? I'd love to get my game on to the Ouya =) |
someone posted the plugin he made (in the game pad ticket #34) for another framework and It should be quite easy to port it to melonJS, just need someone motivated that knows melonJS a little and with 1 day of free time to do it :p |
Hmm, i wouldnt mind poking at the gamepad api, or checking out said plugin. Problem is I don't think I have a controller I can test with. I have a 360 wireless, no cable :( |
@parasyte so did you finally managed to get it working ? 1.0.0 ? |
This should actually work now with latest CocoonJS on mobile, and on OSX with the empty driver (see post above; we should add that to the wiki) ... Standard HTML5 gamepad API will work with Ouya controller from there. |
but it was indeed added in the version 1.4.4 of cocoonJS : so yes, we can close this one and only keep ticket #34 |
Hey guys,
This is Tim. You guys helped me a while ago with getting my game working on Android. Because we're so interested in the Android platform, we'd like to request support for Ouya controllers in melon if this is possible. Ouya comes out in June I believe. We're obviously not trying to ask for it by release or anything like that. However, we'd definitely like to get our Melon made game onto Ouya ASAP :). Thanks in advance!
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