Controller concept development

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  • Arch0wl
    Banned
    FFR Simfile Author
    • Dec 2002
    • 6344

    #16
    Re: Controller concept development

    Originally posted by Jousway
    I could build a controller like this in real right now if I wanted haha, got all dem shits
    If you do, let us know how you did it. I'm open to feedback and ideas.

    Comment

    • YoshL
      Celestial Harbor
      FFR Simfile Author
      FFR Music Producer
      • Aug 2008
      • 6156

      #17
      Re: Controller concept development

      that was pretty much exactly my question lol, the differences between what i posted and what you're designing


      Originally posted by Charu
      Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.

      Comment

      • Kyzentun
        FFR Player
        • Dec 2014
        • 125

        #18
        Re: Controller concept development

        I actually have a couple friends that put together a pair of 4 button controllers like that in a cabinet and put OITG on it ~4 years ago. It's pretty fun to play on, even though they separated the two sides too much for double to be easy.
        It's been extremely popular at Anime Banzai every year, and gets a fair amount of play in the local arcade it's normally in.

        Edit: You can't have the same controller work well for two people playing 4 button and one person playing 8 button. If the buttons are close enough for one person to play 8 buttons easily, it's too cramped for two people to facing forward. If the buttons are spaced to allow two people to fit next to each other, the gap in the middle makes one person playing 8 button awkward.
        Last edited by Kyzentun; 02-15-2015, 12:19 AM.
        Stepmania Development in action:

        Comment

        • FF_rules
          FF Veteran
          • May 2006
          • 668

          #19
          Re: Controller concept development

          Originally posted by Kyzentun
          Edit: You can't have the same controller work well for two people playing 4 button and one person playing 8 button.
          Could you somehow implement a slide/filler block where you can easily remove the excess sides and spread the panels apart and then put the filler sides in the center to make a 2 player 4 button setup? It won't look as aesthetically pleasing as a solid acrylic cabinet or such but it solves the problem for people who just want to play 2 player 4 button (Basically; separate blocks for each 4 button set up that can be moved -The method of moving is up for debate; or not at all) /2cents

          Comment

          • Jousway
            FFR Player
            • Jun 2009
            • 865

            #20
            Re: Controller concept development

            Originally posted by Arch0wl
            If you do, let us know how you did it. I'm open to feedback and ideas.
            actually its quite easy seeing I have made controllers before like my solomania controller https://www.youtube.com/watch?v=jonyaC-vWkQ

            like just make the case out of wood, thats the easy part, as for the rest

            for a pcb controller just get a xin-mo http://www.xin-mo.com/?page_id=38 its cheap small, and easy to reuse, because no soldering, perfect for beginners, if you're in NL as me you can get it at a store I get all my stuff
            http://www.arcadewinkel.nl/component...roller-1speler

            as for the buttons get some big dome pushbuttons
            http://www.amazon.com/s/ref=nb_sb_no...ome+Pushbutton
            they arnt to expensive and are p much close to pop'n music buttons
            again if you're in NL you can get them a lot cheaper at
            http://www.arcadewinkel.nl/besturing...groot-verlicht

            if you are wondering about the size, this is how big they are



            so ya its basicly getting the same buttons as Pop'n music, and a cheap controller
            Last edited by Jousway; 02-15-2015, 09:12 AM.
            Its not a bug its a FEATURE!



            Comment

            • Ziemniax
              FFR Player
              • Feb 2014
              • 169

              #21
              Re: Controller concept development

              What about people trying to use their thumbs to cover 4 keys at the same time? As a sprindex player, I would DEFINITELY seek a method to cover more than 2 buttons, even unconsciously. Or some things like using BOTH fingers and wrists to press the buttons.

              I'd like to see a gameplay of that, but nevertheless a GREAT idea and would certainly buy it.
              Last edited by Ziemniax; 02-15-2015, 10:39 AM.

              Sprindex style player from Poland.
              My YouTube channel: https://www.youtube.com/channel/UChW...zwbcEXVdMocktg
              https://www.mediafire.com/?whqcjgmx129tme0 SPREAD THE INDEX OUT NOW

              I hate arguing about my playstyle.

              Comment

              • Arch0wl
                Banned
                FFR Simfile Author
                • Dec 2002
                • 6344

                #22
                Re: Controller concept development

                Originally posted by Kyzentun
                Edit: You can't have the same controller work well for two people playing 4 button and one person playing 8 button. If the buttons are close enough for one person to play 8 buttons easily, it's too cramped for two people to facing forward. If the buttons are spaced to allow two people to fit next to each other, the gap in the middle makes one person playing 8 button awkward.
                You can, it just feels cramped. It'd feel similar to playing Beatmania ASC 2-player.

                But yeah, I agree with the gist of what you're saying. One solution is making two 4-button controllers that can, as FF_rules mentioned, be moved apart and put together with a case. There are quite a few methods to of doing this, and I definitely don't presume to have an ideal solution. My idea is literally just a rectangle case that barely big enough to fit the two 4-arrow controllers side-by-side.

                Then again, this might be unnecessary. The primary benefit of an 8-button controller with DDR spacing is that it can be used for every index chart that exists already *and* index doubles; I truly have no idea how many people play 2-player Stepmania vs. 1-player Stepmania. The vast majority I've seen is single-player.

                But that said, I still would like to be able to solve this problem if possible, so anyone is more than welcome to propose solutions.

                Comment

                • Kyzentun
                  FFR Player
                  • Dec 2014
                  • 125

                  #23
                  Re: Controller concept development

                  It really depends on the intended market. For home players, a single deck that is designed for one person playing 8 buttons is fine, because it's almost always going to be a single person.
                  I brought up the 2 person problem because my friends put their cabinet in an arcade, and took it to events, where there were usually two players (and a line 7-8 people deep on both sides sometimes).
                  Take your drawing, set it on a desk a bit higher than waist high, and have a friend try to do one side while you do the other, you'll get a better feel for the spacing that way than reading a post on a forum.
                  Stepmania Development in action:

                  Comment

                  • s1rnight
                    ( ŻuŻ)-b
                    FFR Music Producer
                    • Aug 2011
                    • 392

                    #24
                    Re: Controller concept development

                    waaa, prawnskunk and i were talking about this exact idea and he linked me this thread~ i am really excited that someone is putting thought into making this!

                    Comment

                    • SKG_Scintill
                      Spun a twirly fruitcake,
                      FFR Simfile Author
                      • Feb 2009
                      • 3875

                      #25
                      Re: Controller concept development

                      keyboards though





                      Originally posted by bluguerilla
                      So Sexy Robotnik (SKG_Scintill) {.0001/10} [--]
                      ___
                      . RHYTHMS PR LAYERING
                      . ZOMG I HAD TO QUIT OUT TERRIBLE
                      .

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