![]() ![]() I could however see it become problematic if you have a very complex input system with a lot of context sensitive buttons and whatnot. I personally don't mind navigating the menus with the keyboard for a sec to map my controller. I think you should support input remapping regardless. That's a good point, the fact you don't usually need to remap anything when using a 360 controller with a game that uses XInput, but I think it's a small price to pay. ![]() Trying to support directinput seems like it would be a mess because of all the possible device layouts, where as xinput devices have been standardized to be essentially an xbox controller layout XInput barely works with anything other than a Xbox 360 Controller, very bad choice in 2017. So the question is, would players expect a newly released game to still have support for directinput? Or would they understand that it's a legacy API and find workarounds to continue using their prefered gamepad (like remapping the buttons with another tool)?Īs someone who likes to play games with a GameCube controller and my MayFlash adapter, I hate when other developers use XInput rather than something like DInput which will accept almost any input device in existence. And I think I would prefer to give a guarenteed experience to the majority of users, than possibly give a less consistent experience in an attempt to support older devices. Trying to support directinput seems like it would be a mess because of all the possible device layouts, where as xinput devices have been standardized to be essentially an xbox controller layout. But the standard gamepad methods, which is what I'm currently using, are for xinput. MonoGame has a method for getting low level info from "joystick" type devices (which includes directinput). ![]() ![]() I've been giving out beta keys to a few people and one person seemed a bit upset that his gamepad (Saitek p2600) didn't work with the game. I am getting close to the release of my game Tiles, which is made with MonoGame. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams. You can also delete the associated log file, if there is one.No show-off posts. dll in a Windows system directory as it is currently not supported and will not work.ĭelete the dinput.dll file from the game's directory. To install just unzip the dinput.dll file into the folder of a DirectInput 1-7 program or game. This also serves to disable mouse acceleration in UE1 games, and possibly in other old 3D engines as well. An example of an engine that can make use of DirectInput is Unreal Engine 1. This allows older games to be able to use newer tools and wrappers written for DirectInput 8. This DLL file is a DLL module that is designed to improve compatibility in games using DirectInput 1-7 (dinput.dll) by converting all API calls to their equivalent DirectInput 8 (dinput8.dll) ones. ![]()
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