Wouldn't that just cause the large dead zone in the center, and not effect diagonals? My game is designed to account for that dead zone, so the controls should be fine if that were the only problem.
Wouldn't that just cause the large dead zone in the center, and not effect diagonals? My game is designed to account for that dead zone, so the controls should be fine if that were the only problem.
One would wish.. :-/ However on my controller the dead-zones go the entire length of the axes.. ie: I can move the stick straight up to (0.0,1.0) and then slowly move it to the left.. the first time I see a non-zero x value will be about 15 degrees off axis at (-0.3,0.95) or so.
Version 1.3 is now released, should play a LOT better with the early Kickstarter controllers with the wonky dead zone pattern (thanks efroemling, your filtering helped).
The update also adds support for XBox 360 controllers, but oddly enough the reviewers had issues with the d-pad and right-stick controls with a 360 controller, while I don't, so I'm not sure what's up there. I developed and tested with an official Microsoft wireless controller.
Version 1.4 is published! Turns out the Xbox 360 dual-stick controls didn't work right in 1.3, my Xbox 360 controller maps different from others, so this version fixes that (and a couple small bugs).
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I created an official trailer for the game!
Version 1.3 is now released, should play a LOT better with the early Kickstarter controllers with the wonky dead zone pattern (thanks efroemling, your filtering helped).
The update also adds support for XBox 360 controllers, but oddly enough the reviewers had issues with the d-pad and right-stick controls with a 360 controller, while I don't, so I'm not sure what's up there. I developed and tested with an official Microsoft wireless controller.