Last edited Oct 18, 2011 at 4:02 PM by indiefreaks, version 2


onekgstudio Apr 27, 2012 at 7:28 AM 
I think the .mat needs at least the textures need to be added into the text file in order for the texture to shown...not exactly sure how Sunburn processor work but that's what I found.

indiefreaks Dec 11, 2011 at 9:38 AM 
Could you create an issue item in the Issue Tracker tab instead please? Comments isn't the best place to talk on issues ;)

Colto Dec 11, 2011 at 7:28 AM 
Thanks for the quick answer!
One last thing though: setting InputSensibility to 0.25f (or anything, for that matter) makes the menu completely unresponsive, and the default setting seems to wait a good second between inputs.

indiefreaks Dec 11, 2011 at 6:41 AM 
I'll make a note to let developers know what are the default virtual map key bindings so that this gets avoided in the future.
As for the GamePad not being recognized when UseKeyboardMouseInput is set to true, this is not a bug but by design. The InputManager doesn't automatically decide for you which input device will be used, it lets you, the developer, decide and use whatever you need.
Not sure this is a bad design decision but so far it has been working pretty well. If you want, you can check in the Application.Initialize override if a GamePad is plugged (using Xna Input usual code) and therefore set if the InputManager should use Keyboard & Mouse instead.

Colto Dec 10, 2011 at 8:41 PM 
Je crois que je viens de trouver le probleme: Seems the Main Menu buttons are tied to the "A" button and not the "Start" button. Unfortunately, nowhere does it say that the default Virtual map has Buttons.A tied to Keys.Space. I can now properly remap the keyboard.
Unfortunately, this does not fix the issue with the GamePad being unrecognized if UseKeyboardMouseInput = true. Is there a way to check *what* type of controller is being used?

Colto Dec 10, 2011 at 7:37 PM 
I do, unfortunately. I simply removed the missing IGF and SunBurn references and added them back (switching out SunBurn Pro to Indie) and ran it -- same issue.

indiefreaks Dec 10, 2011 at 7:29 PM 
That's odd! Could you please try with the unmodified source code of the Ace on Steroids tutorial above and tell me if you see the same defect?

Colto Dec 10, 2011 at 6:13 PM 
Sorry, forgot to add: Sunburn Indie edition.

Colto Dec 10, 2011 at 6:10 PM 
IGF and SunBurn I've downloaded 2.0.7 but haven't used it yet :)

indiefreaks Dec 10, 2011 at 6:05 PM 
What version of the framework do you use in your project?

Colto Dec 10, 2011 at 3:08 AM 
**DOUBLE EDIT**: It also seems that my Xbox gamepad is completely unrecognized by the game once the Press Start screen appears. The only way I can use it is to comment out the UseKeyboardMouseInput and the virtual mapping lines.

Colto Dec 10, 2011 at 3:01 AM 
*EDIT*: I've downloaded your source code, and the same problem happens: once past the Press Start screen, the Enter key does not work. Also, manually changing the InputSensibility (to 0.25f as suggested earlier) makes the Main Menu completely unresponsive.

Colto Dec 10, 2011 at 2:43 AM 
Something similar to Dids is happening to me. I followed the tutorial to the letter except that I manually mapped the Start button to Keys.Enter. I can get pass the "Press Start" screen by hitting Enter, and I can use the arrows to navigate the menu; however, Enter mysteriously stops working after that, and I can't hit Play or even Exit.

indiefreaks Nov 15, 2011 at 3:49 PM 
Open the MainMenuLayer.cs file in the Layers/MainMenu project directory and right after creating the _rootMainMenu instance in the MainMenuLayer constructor, add the following line:
_rootMainMenu.InputSensibility = 0.25f;
You should see the input being more responsive to your up/down movements. You can this way tell how long do you want the player to move up and down before switching to the next/previous menu item ;)

Dids Nov 15, 2011 at 3:40 PM 
As it turns out, I was missing something crucial: sessionManager.BeginPlayerIdentification();
Now the only thing acting strangely is the menu navigation, as it seems to only detect about 75% of the keystrokes (up and down) that I push.

indiefreaks Nov 15, 2011 at 3:31 PM 
If you follow the instructions in this tutorial, it'll work exactly as expected.
Note that by default, the "Start" button is mapped to the "Return" key.

Dids Nov 15, 2011 at 2:49 PM 
Am I wrong in assuming that people without a gamepad can't get past the "Press Start" screen, even if they've mapped the Start key to the VirtualGamepad and enable mouse and keyboard?
As that's exactly what's happening to me. :-/