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- Hamland2
- Scratcher
7 posts
Have USB controllers added to extensions
:-)Unrelated. Please stay on topic, thanks. (Yes)
- RobotChickens
- Scratcher
500+ posts
Have USB controllers added to extensions
(#1843)I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
If they wentHey, we're adding controller support!And then all the controller makers say “no, we don't want that”
(#1849)I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now?
I don't think we should do a PR, for a couple of reasons:
Last edited by RobotChickens (July 23, 2023 16:18:52)
- crawfishcode
- Scratcher
94 posts
Have USB controllers added to extensions
What's that?(#1843)I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
If they wentHey, we're adding controller support!And then all the controller makers say “no, we don't want that”(#1849)I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now?
I don't think we should do a PR, for a couple of reasons:
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law.(#1843)I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
If they wentHey, we're adding controller support!And then all the controller makers say “no, we don't want that”
- RobotChickens
- Scratcher
500+ posts
Have USB controllers added to extensions
(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:
(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- Scratchuel21439new
- Scratcher
100+ posts
Have USB controllers added to extensions
The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
I guess! Also, a point I forgot to make earlier, what if they can't get something on the developing side working? Then what? Sure, Turbowarp did it, but MIT might struggle with something.The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- qwertycodechamp90411
- Scratcher
100+ posts
Have USB controllers added to extensions
I have a wii at home, and the wiimote seems to connect fine to my computer through Bluetooth. -snip-
The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.
Last edited by qwertycodechamp90411 (July 25, 2023 22:25:10)
- Scratchuel21439new
- Scratcher
100+ posts
Have USB controllers added to extensions
That's after you get it working for the first time. The PIN problem was an absolute headache…I have a wii at home, and the wiimote seems to connect fine to my computer through Bluetooth. -snip-
The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.
- RobotChickens
- Scratcher
500+ posts
Have USB controllers added to extensions
(#1873)I assure you controller manufacturers could care less if/where people freely use their controller products. Also, none of them own the open-source gamepad API used to make this extension. No permission is needed from anyone for people to add this API to their website. If people actually had to contact controller companies for “Permission” to make sure they were okay with people freely using their own products on this one specific website, most of these sites would not exist:
Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?
Not to mention the thousands upon thousands of companies you would have to contact in the process
If the ST devs have trouble programming a simple API into this site, then there are bigger problems to be discussed!
And no one here is a businessperson, this is just common sense.
Last edited by RobotChickens (July 26, 2023 14:09:31)
- Scratchuel21439new
- Scratcher
100+ posts
Have USB controllers added to extensions
Why would they struggle with something though? After all, just as you say, TurboWarp did it! And the brand-new custom gamepad extension brings 100% native support to gamepads on TurboWarp!I guess! Also, a point I forgot to make earlier, what if they can't get something on the developing side working? Then what? Sure, Turbowarp did it, but MIT might struggle with something.The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- NotDucki_
- Scratcher
1000+ posts
Have USB controllers added to extensions
Support. It'd be interesting to see what kind of projects could be made with full controller support. It could add a whole new set of cariability in projects that depend on inputs.
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
There might be something internal on MIT's end, e.g. funding, or the like. Sure, funding is unlikely, but still.. there could be a problem. You don't know how MIT works on the inside. Something could go wrong. As I said; Murphy's Law.Why would they struggle with something though? After all, just as you say, TurboWarp did it! And the brand-new custom gamepad extension brings 100% native support to gamepads on TurboWarp!I guess! Also, a point I forgot to make earlier, what if they can't get something on the developing side working? Then what? Sure, Turbowarp did it, but MIT might struggle with something.The only controllers with those potential problems would be Wiimotes for example. They are a headache to connect to a PC (I don't have a Wii but I borrowed a Wiimote to test it out), trust me. So, would it be worth it to make sure the non-working controllers work by contacting the companies? The unsupported must be a headache to connect, so I wouldn't care for those.Are you sure? Because if someone added controller functionality to something, and you made the controller they support without permission, that might not be legal. And if MIT failed to get a controller working, they'd have to contact the company for help, and then they might say no to helping, there is a lot of corporate stuff here. Are you a businessperson?(#1868)https://lab-scratch-mit-edu.ezproxy.canberra.edu.au/ Its where the ST puts experimental blocks before they are added!What's that?I see what you mean. We definitely shouldn't start coding until we can confirm that the ST has done absolutely nothing toward this suggestion. That way we don't waste any effort or time. However, if they have worked on it, don't you think it would be in Scratch Labs by now? I don't think we should do a PR, for a couple of reasons:(#1869)Scratch wouldn't even be contacting any controller companies! If they did, what for?Well, they might not be able to afford it or they fail stuff like negotiating. Things can go wrong, and might. Murphy's Law. I don't think controller manufacturers would have any problem (or even control) over whether or not this extension is made. If anything, they would want it to be made so people use their products more…
It would just be code similar to this website
No “Negotiations” are needed. Turbowarp didn't need to contact Xbox, PlayStation, or anyone like that to add their button mapping!
- Minecraft_Master3964
- Scratcher
500+ posts
Have USB controllers added to extensions
Can you please snip the posts? Thank you -biggest snip ever actually no it isn't-
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
oops forgot sorryCan you please snip the posts? Thank you -biggest snip ever actually no it isn't-
But you snipped all of them. you should leave the final post.
nice king
Last edited by Mozboz (July 27, 2023 17:49:59)
- RobotChickens
- Scratcher
500+ posts
Have USB controllers added to extensions
(#1879)The ST also ran into a funding issue with the Scratch BitThere might be something internal on MIT's end, e.g. funding, or the like. Sure, funding is unlikely, but still.. there could be a problem. You don't know how MIT works on the inside. Something could go wrong. As I said; Murphy's Law.-snip-Why would they struggle with something though? After all, just as you say, TurboWarp did it! And the brand-new custom gamepad extension brings 100% native support to gamepads on TurboWarp!
- mumu245
- Scratcher
1000+ posts
Have USB controllers added to extensions
So, how would we handle potential controller-only projects?
- Mozboz
- Scratcher
500+ posts
Have USB controllers added to extensions
That probably wouldn't be allowed. All projects would probably have to have keyboard or mobile control. And even so, “Remix” exists. So, how would we handle potential controller-only projects?
- RobotChickens
- Scratcher
500+ posts
Have USB controllers added to extensions
(#1884)Enforcing this would be super hard. Instead, people would complain in the comments and not heart/star the project. Most likely someone would remix it and add keyboard controls, which would get more popular than the original project anyways. That would be the creator's fault for not adding keyboard.That probably wouldn't be allowed. All projects would probably have to have keyboard or mobile control. And even so, “Remix” exists. So, how would we handle potential controller-only projects?
(What about the MicroBit-only projects?)
Last edited by RobotChickens (July 30, 2023 22:38:39)