Author Topic: Arduino Gamepad!  (Read 1729 times)

Compass sensor to detect pitch and roll. 3 buttons. Rumble motor with on/off switch. Currently only works with Processing projects, but I'm hoping to get it working as a legitimate USB gamepad.



How and Where are you supposed to use this?

How and Where are you supposed to use this?
Games, yo. It's fantastic for the Asteroids clone game I made a year ago.

« Last Edit: May 15, 2016, 12:17:19 AM by Alcom1 »

Games yo, Space clone....

hmmm.. interesting

You should add some extra buttons for actual gameplay.

You should add some extra buttons for actual gameplay.
maybe like start and select but that's pretty good

I think you should add the following to make it into an actual controller:
D button (many games use the xbox 360 4-button standard)
Start and Select buttons (pause games, etc)
Dual brown townog sticks (movement)
Switch to turn on/off compass sensor
Guide button? (for things like Steam Big Picture)
Shoulder/Bumper buttons? (May be a bit difficult to do, but maybe just adding 4 buttons to the top would be good).


man creates world's first one-handed controller; game developers baffled

on a serious note: i can see it working pretty well for games without many controls (like asteroids) or games where you roll something around (like super monkey ball) but it doesn't look viable for much else, mostly because it only has three buttons (and gyro controls), a potential electrocution hazard sticking out in line with the buttons and questionable plug placement

but it's still really sick as a proof of concept
« Last Edit: May 15, 2016, 11:12:41 AM by Cybertails1998 »

The best way to make it a native gamepad is to turn it into an HID, which requires flashing the chip with a new firmware. Unfortunately this firmware/process does not work with the Nano, so you'll have to find a different way to do it or use a dual-chip Arduino.