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Just installed the update, now it recognizes my controller. And it was worth the wait!
Hi all, I have the new updated installer but still it will not recognize my gamepad, what can I do?
I have a XEQX GAMEPAD SL-6556-BK.

I bought this game specifically to play with a game pad, how can I fix this?

thanks!
I don't have my X360 controller with me right now but so I wanted to give my old Sidewinder gamepad a try (which is perfect for this kind of oldschool 2D Jump'n'Run). It unfortunately isn't recognized by the game. You'd expect something like this to work flawlessly nowadays - the need for a "controller detection" of whatever kind is a huge design flaw and problems like this really shouldn't occur anymore...

Well - I now just have to play the waiting game but if I would have been enforced to buy a new controller I'd be quite angry at this game. They seriously need to patch this or GOG needs to add an "Only playable with these controllers" list...

If anyone knows a good keymapper please drop a line here. Any reasonably good program I found seems to sit behind a pay wall...
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flashpulse: I'm a developer and I understand what you mean about Xcode and Objective C. I use PureBasic which is cross platform and using Cocoa code makes much more sense in PureBasic. As for game development, I see no difference but then again, the language I use is cross platform. ;)
Me too. Write code native to the platform API's; both Win GDI and Cocoa using Objective C and you'll see what I mean. Things like Purebasic are nice from a conceptual standpoint, but there's always performance lost in the translation layer; there's no way it could not be. You're asking the language to provide means to native interfaces so it can function as the application would if it were programmed for that platform directly, even if it's purely through it's own libraries. Also the wealth of free and professional tools such as programmer's editors is just night and day with Windows vs OSx. But anyways, this wasn't my main point.

My point was Windows is just a better gaming platform for 2 main reasons : market saturation and targetability and options in API form that translate to other platforms (also with saturation) well. Even if you personally like Mac, these aspects are indisputable.
Post edited July 05, 2014 by Firebrand9
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fabio.chizzolini: Hi all, I have the new updated installer but still it will not recognize my gamepad, what can I do?
I have a XEQX GAMEPAD SL-6556-BK.

I bought this game specifically to play with a game pad, how can I fix this?

thanks!
I would recommend writing about this to the developers at support AT SYMBOL yachtclubgames.com :)
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flashpulse: I'm a developer and I understand what you mean about Xcode and Objective C. I use PureBasic which is cross platform and using Cocoa code makes much more sense in PureBasic. As for game development, I see no difference but then again, the language I use is cross platform. ;)
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Firebrand9: Me too. Write code native to the platform API's; both Win GDI and Cocoa using Objective C and you'll see what I mean. Things like Purebasic are nice from a conceptual standpoint, but there's always performance lost in the translation layer; there's no way it could not be. You're asking the language to provide means to native interfaces so it can function as the application would if it were programmed for that platform directly, even if it's purely through it's own libraries. Also the wealth of free and professional tools such as programmer's editors is just night and day with Windows vs OSx. But anyways, this wasn't my main point.

My point was Windows is just a better gaming platform for 2 main reasons : market saturation and targetability and options in API form that translate to other platforms (also with saturation) well. Even if you personally like Mac, these aspects are indisputable.
I actually like both, Windows and Mac. Heck, I could go back to Windows 98 and be just fine. I like the older games anyways. As for PureBasic, there's not much loss at all. Runs just as fast as any C or Cocoa based app. As a matter of fact, my apps I make for OS X are smaller and faster then its competitors on OS X. The file size and speed is more like the apps you use to find on Windows 98. Most apps today are bulky and slow due to inexperienced or lazy developers. I enjoy creating small and fast apps no matter what OS I'm using and I do all I can to optimize as much as possible.

But to go back on topic, if developers would at least try and do some testing, it's not hard to make an app or game run from Windows 95 all the way to Windows 8. You just got to check the OS version in code and write that code for the OS version. I do it all the time. So making a simple procedure as getting gamepads to work shouldn't be too hard.
FIXED: it was sufficient to switch the mode of the gamepad from Directinput to Xinput, there is a small lever on the back of the gamepad and it works perfectlh now.
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Firebrand9: Me too. Write code native to the platform API's; both Win GDI and Cocoa using Objective C and you'll see what I mean. Things like Purebasic are nice from a conceptual standpoint, but there's always performance lost in the translation layer; there's no way it could not be. You're asking the language to provide means to native interfaces so it can function as the application would if it were programmed for that platform directly, even if it's purely through it's own libraries. Also the wealth of free and professional tools such as programmer's editors is just night and day with Windows vs OSx. But anyways, this wasn't my main point.

My point was Windows is just a better gaming platform for 2 main reasons : market saturation and targetability and options in API form that translate to other platforms (also with saturation) well. Even if you personally like Mac, these aspects are indisputable.
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flashpulse: I actually like both, Windows and Mac. Heck, I could go back to Windows 98 and be just fine. I like the older games anyways. As for PureBasic, there's not much loss at all. Runs just as fast as any C or Cocoa based app. As a matter of fact, my apps I make for OS X are smaller and faster then its competitors on OS X. The file size and speed is more like the apps you use to find on Windows 98. Most apps today are bulky and slow due to inexperienced or lazy developers. I enjoy creating small and fast apps no matter what OS I'm using and I do all I can to optimize as much as possible.

But to go back on topic, if developers would at least try and do some testing, it's not hard to make an app or game run from Windows 95 all the way to Windows 8. You just got to check the OS version in code and write that code for the OS version. I do it all the time. So making a simple procedure as getting gamepads to work shouldn't be too hard.
I'd love to continue this conversation, but in the interest of not polluting the thread with off-topic discussion, feel free to PM me.

I'll just add one quote by Mike Abrash "If you don't measure performance, you're guessing" and say the issue on gamepads we are in agreement on; that issue comes as a result of utilizing Xinput rather than a previous more capable version of DirectInput (see the links I provided).
Post edited July 08, 2014 by Firebrand9
emailed the devs, got a speedy response but no fix. Joy2Key seems to not work for some reason with this game too...

Sigh.