Jacksinthe
Banned
http://act.absinthegames.com/
Current Version: 0.13
Any thoughts on what I should add just ask.
Upcoming Features:
Toggle for truncated/full float display.
Greater controller support.
What is it?
A simple tool for displaying drift in gamepads. Native application - no installation required.
Don't most OSs have tools for this?
Yes. I have found that they can be hit or miss with some gamepads so I created this tool to help gamers diagnose and check the health of analog components in their controllers.
What does it do?
It measures the deadzone at rest and current state of the X and Y axis on both left and right analog sticks as well as the current position of triggers and displays them as an easy to read truncated float (rounded to the nearest hundredth). There is also a crosshair showing input along the X and Y axis of each analog stick. You may also use the controller to test through the band on each analog element to see if there are any trouble spots.
Which controllers does it support?
Technically anything with an analog stick. I have tested the X360, XO and Dualshock4 controllers natively (no wrapper). Mapping the inputs is done in a splash screen before launching the tool. You can map left and right analog stick axis and left and right triggers. As long as it is a recognized device it should work. Some controllers may need 3rd party drivers, or, if you use a wrapper, should work with a wrapper, as well.
Why did you make this?
When developing our game, I added the option for users to fine-tune analog deadzones at runtime (yes, even the console version will have this option). One of the options is also "automatic" where I would read the input from the resting analog stick and adjust as close as possible without tripping a positive. I just took that and ran with it as I've fixed a few analog sticks in my day from drifting, I would have found this tool useful.
What is the polling rate?
VSYNC ON - your framerate.
VSYNC OFF - your framerate.
Controller - whatever the polling rate of input for that peripheral.
What else can I use it for?
I plan to add more functionality to this so it can be inclusive as possible with as little fuss as possible by natively adding support for more controllers.
What OS does it require?
Windows but I will build for Linux and Mac soon.
What is the tool written in?
C#, Unity3D. I decided to use this as it allowed me to make something nasty quick and is cross-platform with little fuss. I would have built it in C++ but I decided to save a few hours and just roll it in Unity.
Will you release the source?
Yes. Soon. Probably GitHub.
Current Version: 0.13
Any thoughts on what I should add just ask.
Upcoming Features:
Toggle for truncated/full float display.
Greater controller support.
What is it?
A simple tool for displaying drift in gamepads. Native application - no installation required.
Don't most OSs have tools for this?
Yes. I have found that they can be hit or miss with some gamepads so I created this tool to help gamers diagnose and check the health of analog components in their controllers.
What does it do?
It measures the deadzone at rest and current state of the X and Y axis on both left and right analog sticks as well as the current position of triggers and displays them as an easy to read truncated float (rounded to the nearest hundredth). There is also a crosshair showing input along the X and Y axis of each analog stick. You may also use the controller to test through the band on each analog element to see if there are any trouble spots.
Which controllers does it support?
Technically anything with an analog stick. I have tested the X360, XO and Dualshock4 controllers natively (no wrapper). Mapping the inputs is done in a splash screen before launching the tool. You can map left and right analog stick axis and left and right triggers. As long as it is a recognized device it should work. Some controllers may need 3rd party drivers, or, if you use a wrapper, should work with a wrapper, as well.
Why did you make this?
When developing our game, I added the option for users to fine-tune analog deadzones at runtime (yes, even the console version will have this option). One of the options is also "automatic" where I would read the input from the resting analog stick and adjust as close as possible without tripping a positive. I just took that and ran with it as I've fixed a few analog sticks in my day from drifting, I would have found this tool useful.
What is the polling rate?
VSYNC ON - your framerate.
VSYNC OFF - your framerate.
Controller - whatever the polling rate of input for that peripheral.
What else can I use it for?
I plan to add more functionality to this so it can be inclusive as possible with as little fuss as possible by natively adding support for more controllers.
What OS does it require?
Windows but I will build for Linux and Mac soon.
What is the tool written in?
C#, Unity3D. I decided to use this as it allowed me to make something nasty quick and is cross-platform with little fuss. I would have built it in C++ but I decided to save a few hours and just roll it in Unity.
Will you release the source?
Yes. Soon. Probably GitHub.