ID:104640
 
DONE. Now to learn 4 weeks of computer science in 8 hours on 4 hours of sleep for a final exam.

Anyway, zomgies for all.

This one requires an XBOX 360 controller to play. It's also 1 to 4-player, so grab a friend and fight through the zombie apocalypse.


dc_DeTox (1.1 MB)





Now to learn 4 weeks of computer science in 8 hours on 4 hours of sleep for a final exam.

A year ago I did this for 3 months' worth of philosophy (Most courses are 5 months). Don't ask.
Toadfish wrote:
Now to learn 4 weeks of computer science in 8 hours on 4 hours of sleep for a final exam.

A year ago I did this for 3 months' worth of philosophy (Most courses are 5 months). Don't ask.

Hah, oh wow. That must have been a LOT of reading ;)
Yes, I don't think I did anything but read for about 48 hours. I think I read about 4/5 of the material by that time. Luckily the exam was about stuff I knew pretty well so I got a perfect score, though I didn't deserve it... :p
I think it was a poor choice to build the game specifically for an Xbox controller. Even with Xpadder and a Playstation controller it would be more of a hassle than it's worth to figure out a way to map all the buttons correctly.
SuperAntx wrote:
I think it was a poor choice to build the game specifically for an Xbox controller. Even with Xpadder and a Playstation controller it would be more of a hassle than it's worth to figure out a way to map all the buttons correctly.

This.
Toadfish wrote:
Yes, I don't think I did anything but read for about 48 hours. I think I read about 4/5 of the material by that time. Luckily the exam was about stuff I knew pretty well so I got a perfect score, though I didn't deserve it... :p

Well, I don't think I did nearly as well as you did (in fact, I know I got the last question wrong). I think I'll still finish the class with an A, though.
SuperAntx wrote:
I think it was a poor choice to build the game specifically for an Xbox controller. Even with Xpadder and a Playstation controller it would be more of a hassle than it's worth to figure out a way to map all the buttons correctly.

Jeff8500 wrote:
This.

Unfortunately, the engine we were using only directly supported Xbox controllers, and I had enough on my plate without trying to track down and set up a third-party library to handle other types. Also, when I tried using a [third party] PS3 controller once, I found the trigger was a button instead of an axis, which ruins the fun.

And of course, the way the game is designed to be played (twin-stick shooter), keyboard controls aren't really practical.

Had I been designing a game for actual release and not just homework, I would have put some more time into better controller support.
Really, all you had to do was map the controls to the keyboard. Xpadder does everything else.
Well, good luck with the exam anyways!
SuperAntx wrote:
Really, all you had to do was map the controls to the keyboard. Xpadder does everything else.

Well, not all of the controls are "on" or "off" like a keyboard key would be. Movement, aiming, and firing all use the magnitude of the axis to determine how much they affect the game.

Aiming is also based on the absolute direction of the right analog stick, so to get any accuracy I needed the maximum granularity possible.

Does Xpadder not allow you to convert from one controller "scheme" to another? There are only a handful of controls: Left and Right Analog sticks and the Right Trigger as axis (which I think should already match with the PS3 controller), then just ABXY, Start, and Back (which you will likely have to reassign to the correct PS3 buttons).