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What controllers do you support?

Posted: Wed Feb 01, 2017 12:21 pm
by raidho36
Says it in the title. There are multitude of controllers, and often enough they differ physically making their control scheme unique in one way or another. What types of controllers do you support in your games, and why not other types?

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 1:15 pm
by Tanner
Whichever is best for the game in question.

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 2:41 pm
by zorg
I'd say that i'd support anything since people may want to use anything, except i probably can't support everything for various reasons.

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 4:29 pm
by Rubix
Depends on the platform, but when I'm developing for desktop I usually stick to kb+m and any type of usb gamepad.

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 8:21 pm
by Inny
If you're going to use the Gamepad, please dynamically load gamecontrollerdb.txt, (so users can patch their own controllers into it) and also ship the most recent one from https://github.com/gabomdq/SDL_GameControllerDB

The code to do this is pretty much as easy as dropping this in your love.load function:

Code: Select all

  if love.filesystem.exists("gamecontrollerdb.txt") then
    love.joystick.loadGamepadMappings("gamecontrollerdb.txt")
  end

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 8:23 pm
by Jasoco
What are the differences between a Sony and Sega controller? What about Xbox? Is that Sony-like? I don't get why there's two of those options. Is Sega like Genesis? Because no one would use that and you could easily replicate that with a modern controller. Is it like DreamCast because that's basically Xbox/PlayStation as well. I just don't know what Sega style means.

Anyway I agree with Tanner and Rubix. You use what suits your game and the platform. Don't try and shoehorn controls in just to get it on another platform. Something that happens too often. Like when a mobile game gets a PC/Mac version and it's literally the original with HUGE ASS BUTTONS THAT ARE SO OBVIOUSLY NOT MEANT FOR A TOUCH SCREEN /s. Or when you quickly port a game to mobile and you just add a virtual stick but don't also bother to add BlueTooth controller support for it.

Re: What controllers do you support?

Posted: Wed Feb 01, 2017 9:34 pm
by raidho36
Sega controller has 6 face buttons, Sony controller has 4 face buttons. That creates very distinct control schemes. XBox controller is clearly Sony-type since it's molded after DualShock 2 more or less, so are modern Nintendo controllers. Many people use controllers with 6 face buttons, predominantly for fighting games but they also offer control schemes with unique feel and charm that's outside of 4 face button controllers' realm.

Re: What controllers do you support?

Posted: Thu Feb 02, 2017 12:51 pm
by ken.athomos
Currently only supporting kb+m since I still consider myself within the learning process for game dev with LOVE2D. However, I have no problems whatsoever with trying to learn to support controllers in the near future.

If ever that I do decide to support controllers, I'd probably start with the "modern" usb controllers (something similar to an Xbox Controller or a Logitech Controller) mainly because I am assuming that most people today own it (excluding the fact that some of said people own some of the mentioned controllers above).

Re: What controllers do you support?

Posted: Sat Feb 04, 2017 9:57 am
by Karai17
kb/m is the obvious first choice. If my game is suited for controllers, I generally go for whatever is supported by the gamepad API. This generally means X-input devices or equivalent.