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  1. https://bmarcelus.github.io/JimothyPiggerton/ Jimothy Piggerton is a platformer where you save your pet Pig instead of a princess. It was made in pure javascript with no libraries.
  2. Bad Pad is a fictional hard rock musical comedy metroidvanian platformer. The wacky premise of Bad Pad is told in songs and is set around a gamepad's buttons who came to life, their endless battles, tons of jumping, mind controlling machines and a little bit of time traveling. Join Square in his adventures, survive Evil Pen's hellish castles, help save Hexa and Trapezoid and probably the rest of the world! Bad Pad - Trailer Bad Pad - Prologue Bad Pad - Evil Pen's Evil Plans http://www.badpadgame.com http://expo-wave.com http://store.steampowered.com/app/51721
  3. Hello guys, how can I control the download event with a gamepad? I just want an action while pressing the button. To do the same action, I'm going to press the button again. I need this action, but with a gamepadd button. Tahnk you all (Phaser.Input.Keyboard.JustDown(cursors.up) //the gamepad pad = this.input.gamepad.getPad(0);
  4. Hi! First post here. I'm currently experimenting with the gamepad API and I'm trying to capture the motion/orientation of my dualshock 3 to build controls for a new game project. I was wondering if anyone had manage such a thing and managed to make it work in the browser? It seems that WebVR makes use of the motion data using the gamepad.pose object and so far I've been unlucky to reach it on a regular controller. Has anyone managed such a thing and could help? Thank you!
  5. Hello, I'm attempting to implement support in my scene for navigating with a 3dconnexion spacenavigator, which has 6 axes. I can see it successfully registers as a gamepad, and can see four of the six axes bound to the "leftStick" and "rightStick" attributes, however I of course need the extra two axes. I thought about creating a new `3dConnexionGamepad extends BABYLON.Gamepad` class, however I can't think of a way to get the `GamepadManager` to create an instance of my custom class. Is this possible? If not is there a workaround like mabye binding to the `.update()` method of
  6. Ohayo! Description: Currently in my free time i'm working on crysis-like 2D shooter game prototype about aliens invasion (events between Crysis 2 and Crysis 3) and specialy trained humans in new version of nanosuit (less power of Prophet suit but more soldiers gets it). It will be multiplayer arena shooter, but for now i'm focusing on singleplayer training mission gameplay, and after i complete with fixing prototype with players feedback i'll start working on the core of the game which is multiplayer arena part. Game works smoothly on Google Chrome (game optimisation for Firefox is on
  7. Can anybody explain me how can I setup VRDeviceOrientationArcRotateCamera with gamepad controller. Is this already done or not? How can we attach gamepad with VRDeviceOrientationArcRotateCamera? Greetings Ian
  8. Im quite a newbie to Phaser, I have followed the first game tutorial and adapted it slightly by adding gamepad controls. It works fine on my desktop browsers (chrome and edge both at 60fps) but the controls seem a little laggy when I test it on the xbox one edge browser on my console. I added an fps counter to check if performance was generally worse on xbox but it reports a constant 63fps, and yet the button timings are definitely off. Perhaps the framerate being over 60 is an issue, but I'm not sure. Has anyone had a similar issue or could suggest a fix? I'm running the link b
  9. My Phaser.js version: `v2.6.2 "Kore Springs"` Gamepad: generic Logitech Dual Action controller OS: OSX Sierra Browser: Chrome Update: I can confirm that this also occurs with an XBOX 360 controller. Also see @Cyclone112's comments below for more troubleshooting info. I'm adding gamepad support to my current project, and am encountering the following error when disconnecting the gamepad from the USB input: Uncaught TypeError: Cannot read property 'timestamp' of undefined at c.SinglePad.pollStatus (phaser.js:43607) at c.Gamepad.update (phaser.js:43003) a
  10. Hi everyone! Just wanted to share a small proof-of-concept game I've been working on for a while. It's called The monster's vault. The main goal is to find a way out of a dark creepy dungeon, pull a lever that opens the exit door, while not being caught by a wandering monster that dwells in the darkness, and bla-bla-bla... the whole point here is not about gameplay anyway. This game is inspired by Keith Clark's demo of an HL2 location made entirely by CSS 3d transforms. I tried to repeat his approach by making a browser 3d game with first-person view based on CSS transforms
  11. I'm currently building a two player platform-shooting game that supports controllers. Right now I have two separate move functions placed in the update that handles player movement. Here's the code: movePlayer1: function () { if (!player.alive) return ; //controller input if(this.pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X)< -0.1){ this.player_1.body.velocity.x = -300; //move left this.player_1.animations.play('left'); } if(this.pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X)>0.1){ this.player_1.body.velocity.x = 300; //move
  12. Ever wonder what would happen if your gamepad's buttons came to life? Join square in his adventures, save Hexagon and Trapezoid from the hands of Evil Pen! Bad Pad is platformer game mixed with a little arcading, shooting, puzzle solving and metroidvania elements, that being said it is still a platformer, so expect a lot of jumping and fair amount of dying along the way. Bad Pad is available for Early Access on Steam now! Devblog, free demo, media kit and more can be found here.
  13. Hi all, Check out my web game "Move the Crates". Developed using pixi.js. Game play is similar to "Sokoban". Game is also optimized to work with gamepad. You can play the game here, https://labrat.mobi/games/move_the_crates/ Some screenshots: Here is the video of the game working in XBOX One browser,
  14. The gamepad attachControl uses: new BABYLON.Gamepads((pad: BABYLON.Gamepad) => { this.onGamepadConnected(pad); }); but this.onGamepadConnected ONLY gets fired ONCE per browser session... If you refresh the page page it never gets fired thus the game pad no longer works... If i totally close down the browser and restart it works again because new instance of browser... What can we do about that???
  15. My post about control mechanisms in JavaScript games was just published on Mozilla Hacks blog. It introduces a series of MDN articles about Implementing game control mechanisms: Mobile touch controls Desktop mouse and keyboard controls Desktop gamepad controls Unconventional controls The basic examples are available on GitHub at github.com/end3r/JavaScript-Game-Controls And the articles are using Phaser-based game Captain Rogers: Battle at Andromeda demo as a case study.
  16. Hello everyone! Is there any way to send a signal to gamepad to make it vibrate? A greeting!
  17. Hi I am using this plugin to implement gamepad support to my ouya/android game: https://github.com/ansimuz/BitWars/blob/master/lib/plugins/gamepad.js It works great but the problem is that only player 1 works and I want the game to be controlled by any connected gamepad, is there anything I can edit so that the plugin ignores the controller (i.e. player1 or player2...). So that a button on each connected controller will trigger the 'jump' for example.
  18. Solved.
  19. Hi guys, for my game I want to support game pads in my Phaser 2.4.4 game. So far so good, the pad is working. But, if I change the tab for example and than go back to my game, the pad is not responsive anymore. Also I don't get a Disconnect event. So looks like Phaser 2.4.4 still thinks there is a pad or the pads push data dosent arrives the game anymore. I also tested several game pad and all have the same problem. So, is there already a solution for that problem? bye Tom
  20. I've been experimenting with using an Xbox One controller to play my game and while it works fine in Chrome, I noticed justPressed wasn't working on Edge (Haven't tried other methods). I'm trying to run my game on my Xbox but I can usually only press one button before anymore input stops registering. As I mentioned, if I test my game on Chrome on a desktop with the controller, things work fine. I didn't notice any obvious errors in the console either.
  21. questioning whether or not to use Pixi? Just remember that the upper limit of a technology is an interplay of the technology itself and the user. I'm by no means the greatest programmer but with some help from the right people and the right technology, awesome things can be achieved: The above demo for our next game (Lux) is done 100% in browser with pixi Better yet, a gamepad is being used to spin the camera! The final product will not be done in html5 (or at least, not only html5), as there would currently be some platform restrictions on it being in html5. Just wanted to
  22. Hi, I am curious if anyone has used the GamePad to do any type of menu navigation? I would like to be able to support the menu fully with the GamePad just curious if anyone else has done this and has some tips. I am currently using DOM elements for my menu but I am happy to do whatever works best for BabylonJS. Thanks, Matt
  23. Hey guys I'm trying to get a function to be called each time the gamepad is released. I think I need to use the function addCallbacks() and the property onUpCallback from the Gamepad class. I have Gamepad called pad1 and a function test() that should be called every time any gamepad button is released, but not really sure how callbacks work/correct syntax. Thanks for your help.
  24. Hello! I am totally new to both phaser and game development, but have been working with friends to build a 2D sidescroller using ninja physics. I cannot get the gamepad to work, and all the examples I see for the gamepad on the phaser site seem to be non-functional as well. We are using a custom build of phaser to include ninja physics, and all my code is here: https://github.com/sallykingston/castleDash. I can get the pad to show up, but the buttons just do nothing. I was following this example, but now I feel silly for that, since it doesn't seem to work, either: http://phaser.io/exampl
  25. Hi Everybody, I recently started a dev blog about a new game I am working on, I will be posting to it at least once a week. First playable alpha is available on the blog, enjoy! Check it out: Avishaymizrav.com
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