Well, I guess this game concept has more challenges.
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I have been using virtual buttons, and knew the limit was 12, but I did not read the documentation on real buttons.
It turns out that my encoder card in recognized as 2 joysticks and 22 buttons.
I had planned on using the 4 way joysticks as left and right for 2 cars, so the 2 joystick inputs would cover all 4 players steering.
Then, I was going to use the buttons for the shifters (forward/reverse) 2x4 = 8 buttons.
I was going to use 2 more buttons also, one being for the coin door and the other for the Start button.
One coin would be used for a 4 player game, so only one start button was needed. (trying to minimize inputs since it is a 4 player game)
Now that I read further into AppGameKit docs, I realize i can only use 1 joystick, and 5 buttons.
That is not enough for a 2 player machine, because after the 4 buttons for the shifter I only have 1 left for coin and start.
Only option now is to auto start when coin is dropped in for a 2 player version.
It would really be nice to have 2 joysticks for input if AppGameKit is going to be Arcade Machine friendly.
(4 would be even better)
But, I guess AGK's focus is on mobiles and networked games, instead of PC based arcades.
Sure I can build 4 separate machines and network them, but that is a lot of waste and is exactly opposite of what I had in mind. (using less physical resources)
Oh well, back to the drawing board.
I'll just have to scrap the encoder card, and hack a keyboard. (since I do have all the controls working via a keyboard)
I don't want to give up on this but that keyboard hack may defeat me, because my soldering skills suck. (arthritis and bad eyes)
PS
I have been editing my last post instead of bumping the thread, so there are new videos of the progress.
The last video is at full speed (199 fps without Fraps lag), so it was hard for me to try and control more than 1 car at a time.
All the buttons work at the same time though, because a friend and I tested them in lag mode, and we each were controlling 2 cars, so all 4 cars were turning and shifting using the keyboard input with no problems.
EDIT
So, the keyboard hack is not that bad (fun actually).
I only used electrical tape to hold the wires on in the video below when using a microswitch, so the wires pulled loose at the end.
I'll use alligator clips the next time I am fooling around with testing these things.
Soldering tomorrow, so wish me luck. (then it is back to coding for some car damage animations!)
Edit
Keyboard hack complete, and I didn't even have to solder anything.
SK - 8115
Edit
Good luck to all of you guys entering the competition.
I have come to the conclusion that even if I got my game presentable as a four player game, it still wouldn't be up to their standards.
It has no AI for the cars since it is designed for 4 human players. (I will add it later but it doesn't have it now)
It has keyboard controls for the players to accommodate the players instead of joysticks or steering wheels. (it will have the steering wheels in its cabinet)
So, they would think it is the lamest game in the contest, and maybe it would be.
With that said, I am not entering.
Edit instead of bumping
A peek at some crash debris.
If you think it looks like crap, then it's your fault for not leaving me any feedback.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1