MANOS: The Hands of Fate ~ Director's Cut

MANOS: The Hands of Fate ~ Director's Cut

Kyndurr Jul 30, 2015 @ 10:19pm
360 Controller Support?
I don't know what I'm doing wrong, but I have tried 4 different wired 360 controllers, as well as a USB SNES controller, none of them work. The only thing that works is the d-pad on the 360 controllers, it's like it doesn't recognize the buttons.

Is anyone else having this problem, and has anyone fixed this problem?
< >
Showing 1-15 of 25 comments
YourOldShoes Jul 30, 2015 @ 10:36pm 
Same problem here. Restarted Steam, Computer, My life. Nothing changes.
Kyndurr Jul 30, 2015 @ 10:52pm 
Tried it on my newer pc tower, game worked fine, it's literally just on my laptop that it does not work
HardboiledShamus Jul 30, 2015 @ 11:08pm 
The Master does not approve of laptops.
samfzgames  [developer] Jul 31, 2015 @ 4:22am 
Seems to be something to do with different drivers or something. I'll have a play around and adjust the controller reading features a bit for the first patch and hopefully add better support.

Make sure your DirectX is up to date, it could have something to do with that also.
Energy Turtle Aug 2, 2015 @ 11:11pm 
I am having the same issue. I am running windows 7, is that maybe part of the issue?
samfzgames  [developer] Aug 3, 2015 @ 1:57am 
I'm going to try and re-do how the controller works. Fusion can be a rubbish engine sometimes. I moved to Unity since making the original MANOS but I just didn't have the time to rebuild it all in Unity for this release. =/ I'll try and work out what's going on.
Energy Turtle Aug 3, 2015 @ 2:28pm 
Thank you Developer. I just downloaded the patch and the issue is still happening.
Any chance of a 3ds version?
Last edited by Energy Turtle; Aug 3, 2015 @ 2:31pm
Arucard Aug 3, 2015 @ 2:55pm 
I've got a (generic) 360 controller and Logitech gamepad and decided to stop switching and plug both in since so many games will only support one or the other. For Manos, the Logitech works great, 360 is unrecognized completely. ( I'm on Vista, so I doubt it's your OS)
samfzgames  [developer] Aug 3, 2015 @ 3:18pm 
I'm super busy working on AVGN Adventures 2 over the next couple of weeks, but if I find the time I'll put in native 360 controller support instead of reading it like a normal pad.
haha nerds... Aug 13, 2015 @ 4:22pm 
I have this same issue, thought with a "regular" non-analog USB gamepad. The D-pad works, but none of the buttons register at all.
samfzgames  [developer] Aug 14, 2015 @ 7:05am 
Have you tried downloading the DLL I linked to in this thread?

http://steamcommunity.com/app/350780/discussions/0/535152511367589844/
haha nerds... Aug 14, 2015 @ 8:31am 
Originally posted by samfzgames:
Have you tried downloading the DLL I linked to in this thread?

http://steamcommunity.com/app/350780/discussions/0/535152511367589844/
If you meant me, I hadn't seen it but I tried it now and it didn't change anything. As before, D-pad is recognized but not buttons. The gamepad works in other MMF games, though.
Kyndurr Aug 15, 2015 @ 9:28am 
Well this is an interesting problem, the controllers that used to work on the game don't work anymore, there hasn't been an update it just simply quit working. And yes, i did follow the link you posted.
samfzgames  [developer] Aug 16, 2015 @ 8:20am 
I've built in native Xbox 360 controller support for the next build. It's what I used to read the d-pad, whilst everything else used a general controller interface. Whilst that method worked fine with my Xbox 360 pad and others I've tested it with, obviously it didn't with everybody's, so the next update will fix this issue. Now, if it detects that the controller plugged in is a 360 pad (or similar xInput controller), it will switch to native 360 pad support, whilst other controllers will use the standard method. Since your D-pads work, the rest should too once the next update goes live.

The only downside is that when using the native 360 controller support, it breaks the system I had in place for control customisation. I could build a new one but I don't have much free time now due to AVGN Adventures 2, so I've set it to use a default layout for 360 pads.

If you have a 360 pad, your control layout will be Start for Start/Pause, A for jump and X for shoot. I can't imagine anybody wanting to change that layout anyway, and I only include the customisation due to the fact that pre-xInput PC gamepads all have completely different button layouts. If you have a 360 pad, the 'Customise Gamepad' feature will disappear from the menu, basically. I hope this is OK!
Last edited by samfzgames; Aug 16, 2015 @ 8:32am
Schlitty Aug 25, 2015 @ 7:44pm 
I think the sooner you get the 360 controller working 100% (customizable or not) the better. This game was quite the test of my willpower to beat on keyboard. Painfully difficult. I imagine it'd be a much smoother experience on a gamepad and don't want to completely shun it until I experience it that way. I can see a lot of people not completing, muchless enjoying, the game because of this.
Last edited by Schlitty; Aug 25, 2015 @ 7:45pm
< >
Showing 1-15 of 25 comments
Per page: 1530 50