alexandros
Banned
It begins.
Edit: Gah, beaten. But still, this is huge news and maybe a sign of things to come.
Edit: Gah, beaten. But still, this is huge news and maybe a sign of things to come.
They won't come with HDMI output as standard, but I think you can buy accessories that allow you to convert the output to HDMI.I hope every iPhone comes with HDMI from now on and this controller support is real.
The thing is, only some developers will support it. And sometimes the support will be buggy. And sometimes particular controller models will be crappy. I predict a mediocre response.
I almost feel bad for Ouya.
The thing is, only some developers will support it. And sometimes the support will be buggy. And sometimes particular controller models will be crappy. I predict a mediocre response.
I almost feel bad for Ouya.
And PC, and consoles as well. The impact of the iPad/Android has fairly clearly not been contained to the DS/PSP.
Android had a standard, native controller API since version 3.1. This is just iOS catching up.
He said "API"...There is no standardized game controller for Android. Their API allows 28 different buttons, including buttons for "Generic Game Pad Button #1 through 16", excluding DPad, Start, Select, and Mode buttons. And you can throw other keys on there as well.Android had a standard, native controller API since version 3.1. This is just iOS catching up.
He said "API"...
How strict is Apple's standardized controller guidelines anyway? I don't see any schematic for an arcade controller and it'd be a damn shame if that's not supported in iOS7.
Now i really see hard times for handheld consoles
Nothing in my post indicates that I missed that. I think a strict controller API with a strict MFi controller review is better than Android's API, which has to account for dead zones, and has no restriction on the number of buttons.
I doubt it. The only relevant handhelds are Nintendo ones. You won't be able to play their games on iPhones and Nintendo handhelds are 100-200 dollars compared to 800 dollar phones. So perfect for kids, the main target audience for handhelds.
So what's the chance Apple will allow 3rd party controllers without charging some high $$ licensing fee?
Android has tons of controller options, but Apple has their drones and I can really see this taking off.
In talking with Power A reps at E3, they sounded very confident that the company will have MOGA for iOS this fall. I would expect other third-party companies to do the same.
With or without the license fees?
I doubt it. The only relevant handhelds are Nintendo ones. You won't be able to play their games on iPhones and Nintendo handhelds are 100-200 dollars compared to 800 dollar phones. So perfect for kids, the main target audience for handhelds.
So what's the chance Apple will allow 3rd party controllers without charging some high $$ licensing fee?
Android has tons of controller options, but Apple has their drones and I can really see this taking off.
You are in for a huge awakening if you think tablets and smartphones aren't perfect for kids. Cheap/free games are more interesting for parents than buying $40 software. With a couple of games a 3DS will already be more expensive than an iPod Touch. If it's a XL, one game is enough to make it more expensive than the 16gb iPod. It's more interesting for kids too, since they can get a new game every week if not every day.
I said "standard, native controller API". Android has a standard, native API allowing you to access a variety of controllers.There is no standardized game controller for Android. Their API allows 28 different buttons, including buttons for "Generic Game Pad Button #1 through 16", excluding DPad, Start, Select, and Mode buttons. And you can throw other keys on there as well.
I think the exact opposite. But I also prefer PC to consoles.Nothing in my post indicates that I missed that. I think a strict controller API with a strict MFi controller review is better than Android's API, which has to account for dead zones, and has no restriction on the number of buttons.
iOS and Android games will still be made for "commuters" so I don't really see how this will impact portable and even more home consoles sales.
iOS and Android games will still be made for "commuters" so I don't really see how this will impact portable and even more home consoles sales.
This might be a dumb question but I'll throw it nonetheless.
Since iPhones and such have bluetooth, does this mean that at any point in the near future I will be able to just hook up any Dual Shock 3 I've got laying around to my iPhone? Given that a game decides to support that, of course.
Because the Playstation controller isn't the Android standard. The developer has to put in code specifically for the Playstation controller, including accounting for the dead zones in the analog joysticks, and it's not code that will work for the next Android controller, which can have different inputs. The OUYA controller uses its own API for instance and has code optimized for its specific use. MOGA compatibility is best with including code from the manufacturer's own SDK. They need to come up with a standard to map the controller face buttons with the Android controller API, which doesn't consider 4 face buttons, but ABCXYZ and "generic button 1-16. Unless developers all agree to a standard, each game needs a controller setup, where you train the game to map the controller inputs.Why is it better? I mean, you can connect a Playstation controller to an Android phone and it works just fine...
Even kids these days get smartphones. Apple has an iPod Touch at $200although it's pretty shitty valueand it's easier for a kid to convince a Parent to purchase an iPad (education value, casual computing for the family etc) over a Nintendo DS which is only for games.
iOS and Android games will still be made for "commuters" so I don't really see how this will impact portable and even more home consoles sales.
With controller API in place and the obstacle of more traditional controls removed, why exactly wouldn't the market expand? Of course infinite runner and slingshot games will still exist, but development opens up to porting certain games over to iOS and creating more games in different genres.
$50 for a controller that works with hardware you already own is a cheaper option than ponying up $180 plus games-- many of which are still $30+. If-- and that's a big if-- these controllers work as well as the MOGA 2 controller for Android that I got to use last week? That's going to be a big deal.
i own this
Developers could already work with controllers in iOS (look at the things the iCade folks have made--both a controller and an arcade box, with analog joysticks) and just use the CoreBluetooth API already in iOS. The difference here is a standardized controller with standardized inputs. Developers are free to support non-standard controllers like before--tons of iOS games support the iCade controllers already, for instance.I said "standard, native controller API". Android has a standard, native API allowing you to access a variety of controllers.
I think the exact opposite. But I also prefer PC to consoles.
That's a proprietary API. The existing Android controller API is not proprietary, it's a native part of the system. Each controller can implement it.Developers could already work with controllers in iOS (look at the things the iCade folks have made--both a controller and an arcade box, with analog joysticks) and just use the CoreBluetooth API already in iOS. The difference here is a standardized controller with standardized inputs. Developers are free to support non-standard controllers like before--tons of iOS games support the iCade controllers already, for instance.
CoreBluetooth is not a proprietary API. All iCade compatibility means is the specific mapping of their buttons to specific Bluetooth key presses. Even when an Android controller is made, developers need guidance on mapping the face button keys. The Android controller API is just providing Gamepad button #1-16, XYZABC, and shoulder keys on top of the normal Bluetooth keys, which also can be added to a controller if the manufacturer wants to. I think the non-standardized nature of the Android API makes it weak, it seems every controller manufacturer wants developers to put in their proprietary code to make the controller more compatible with their games, ensuring their buttons map correctly, and the dead zones in their analog pads are accounted for correctly. MOGA has an API it wants developers to put in, OUYA has its own API as well. Otherwise they have you map the controller in each game, or have an app specifically for calibrating the controller.That's a proprietary API. The existing Android controller API is not proprietary, it's a native part of the system. Each controller can implement it.
I really don't see what's apparently so controversial about this.
doesn't the new iPhone usually have around 2x graphics performance compared to the last one? What can we expect from iPhone 5S? Similar to Vita? How long until it can match something like Wii U?
Man... It'd be cool if Apple reveals a 1st party controller when they reveal the 5S.