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AppGameKit Classic Chat / Steam Controller

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JohnStabler
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Location: Cardiff, Wales, UK
Posted: 31st Dec 2015 12:45
Is it possible to use the Steam Controller in an AppGameKit app? Has anybody had any experience of this?

Thanks
mrradd
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Posted: 31st Dec 2015 17:37 Edited at: 31st Dec 2015 17:38
I don't think you can using BASIC. Others have gotten XBox 360 controllers to work. Maybe you can with C++?
make -C ../NagGaCreMo/2016 -f aGame.mk
DavidAGK
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Posted: 1st Jan 2016 10:04
Steam controller should definitely be included. I'm guessing this is on the v2 request forum somewhere?
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Digital Awakening
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Location: Sweden
Posted: 1st Jan 2016 16:21
360 controllers work with the joystick commands. I would guess that you can use the same for the Steam controller.
unlikely
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Posted: 3rd Jan 2016 03:41
The Steam controller emulates an XInput controller (like the 360 controller), so I would assume it works using the joystick commands. You may have to configure the controller to behave how you desire for your game though.
Using AppGameKit v2 T1 + T2
Systems: Primary: Mac OS X 10.10
Secondary: Windows 7
Ched80
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Location: Peterborough, UK
Posted: 3rd Jan 2016 18:44
Well I've just ordered one, so I'll let you know what happens.
Digital Awakening
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Posted: 4th Jan 2016 17:35
I really wonder if it's actually a good controller. For playing normal gamepad games I imagine it would be better with a Xbox or Play Station controller. Other games are probably better with mouse and keyboard. Time will tell if it's successful or not.
DavidAGK
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Posted: 4th Jan 2016 19:42
Ched80 - Cool let us know your findings...

I wonder what the Steam controller uptake is? Do most Steam players use Xbox360 controllers? What about Mac users? Not exactly an area of expertise of mine!
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
Ched80
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Posted: 4th Jan 2016 21:56
Will do. I plan to have multiple controller options in my current project so I'll be able to compare mouse+keyboard, 360 controller and the SC. Although my game is only a 2D game, I should get a good idea how easy it is to use.
I have been curious about the SC for a while so I bit the bullet to see what it's like. No sign of it yet though
Digital Awakening
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Posted: 5th Jan 2016 15:02
I have a corded 360 controller myself. It's really nice for playing all games that doesn't require a mouse. Because it's corded I don't have to worry about batteries etc and can have it plugged in at all times. And it works on both my laptop and desktop, just plug it in. A lot of PC games use icons for 360 controllers and works without any problems. I imagine most people who got controllers for their PCs already have a 360 one.
apocolyp4
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Posted: 5th Jan 2016 15:34
My Steam controller came today and Ive done a quick test. You can set the controller to different mode such as emulate mouse and keyboard input which work fine. In this mode the left D-Pad and Thumb-stick use wsad controls (or any keyboard buttons you set the pad to use) and the right track pad is used to move the mouse cursor. That works fine in the AppGameKit, the real issue I found is that the controller mode doesn't work correctly. The controller mode emulates a Xbox 360 controller which uses the GetJoystickY() and GetButtonState() AppGameKit commands and those dont work. Well they do only if you hammer the buttons and thumbstick when your app loads up and will stop working almost right away. Ive tried the raw input controller commands and they dont work either.

So you can add steam controller support to your game, but you will need to map its buttons and thumbstick to keyboard and mouse buttons.
Ched80
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Posted: 5th Jan 2016 17:49
I agree with you DA, if you have a 360 controller are you really going to splash out £50 on another controller.
But I thought this had some interesting features that may lead to some interesting game mechanics.

Cheers for the update Ap4, were you running the game through steam in big picture mode? I read that you still really need to use the controller via steam.
Digital Awakening
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Posted: 5th Jan 2016 19:36
The advantage of the Steam Controller is if you are using something like a Steam Machine or the Steam Link to play PC games on your TV. It's intended as a multipurpose control device that allows you to play all games. That's why you have touch pads on it. But should you really use one device to supplement three? I think that using specialized devices (controller, mouse and keyboard) would still be preferred for the best gaming experience. If I play on my TV I don't think I want to play mouse driven games at all and just stick to anything playable with a controller. Imagine playing strategy games on that thing!
apocolyp4
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Posted: 5th Jan 2016 19:52
Ched80 I wasn't running my game through picture mode just running the my game through the AppGameKit editor (steam version). Im not really a big fan of it so far as its a bit of a jack of all trades master of none. You basically need to reconfigure the pad for every game you play.
Ched80
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Posted: 6th Jan 2016 12:32
I know what you mean, it's a bit of a hybrid. There's a reason why mouse and keyboard and the 360 controller are so popular.

I'm still excited to try it out though
Digital Awakening
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Posted: 6th Jan 2016 15:17
Do share your experience with it
unlikely
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Posted: 8th Jan 2016 23:35 Edited at: 8th Jan 2016 23:41
Okay, I have mine now. It seems like outside of Steam, it only emulates a mouse + keyboard and is recognized as such. If you add a game to Steam, you can get it to emulate XInput and it *should* work with XInput even with AGK.. Outside Steam, not so much unfortunately.

EDIT:
Yes, confirmed that it does work with the AppGameKit Joystick commands if you add the game to steam as a "non steam game" and set the controller to XInput mode. Seems kinda dumb that you have to run from within Steam to get the XInput mode.
Using AppGameKit v2 T1 + T2
Systems: Primary: Windows 10
Secondary: Mac OS X 10.10
Digital Awakening
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Posted: 9th Jan 2016 16:33 Edited at: 9th Jan 2016 16:34
Quote: "Seems kinda dumb that you have to run from within Steam to get the XInput mode."


Agreed! Could have been a switch on the controller or at least a setting in Steam for default mode. This is the same for all games, so nothing AppGameKit can do.
Ched80
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Posted: 9th Jan 2016 21:13
Cheers for the update. Mine arrived yesterday, but I've not manage to experiment with how AppGameKit picks it up.

I like it though, the haptic feedback is nice and using the right pad as a mouse works well.
Ched80
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Posted: 9th Jan 2016 21:47
Ok so I had a dabble and like unlikely said, for AppGameKit to react to the SC as an Xinput decide you need to configure the controller as such.

I ran AppGameKit through Big Picture Mode and the first thing Steam asked was how did I want the controller set up. There are a number of options including the twin stick controller option. When I compiled and ran my project through AppGameKit the controller acted as Xinput and AppGameKit reacted as it should. I didn't need to add the project as a none steam game for it to work.
Ched80
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Posted: 9th Jan 2016 22:06
Just another note. I changed the configuration of my controller for desktop mode to be part Xinput and part keyboard. I then quit steam and ran my game straight from the project folder. So I was using the game outside of steam and big picture mode and it worked as expected. I had joystick inputs and keyboard inputs as I had configured them.

I'm really liking this controller.
Digital Awakening
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Posted: 10th Jan 2016 17:48
That sounds like how I imagined it would work.
unlikely
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Posted: 14th Jan 2016 00:16 Edited at: 14th Jan 2016 00:51
@Ched80

Interesting. That is not working for me... Without adding the game to Steam (or running the game directly from AppGameKit when run from Steam), I can't get the SC to work with XInput. Also, with Steam actually closed (or when run from the non-Steam AGK), the SC barely works at all--just as a very basic keyboard / mouse. What version of Steam are you using?
Using AppGameKit v2 T1 + T2
Systems: Primary: Windows 10
Secondary: Mac OS X 10.10
Ched80
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Posted: 17th Jan 2016 09:14
That's odd - I'm using Steam API v017, package version 1451690000. Using Win 10 on an Ultrabook and an All-in-one.

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