#16 Re: MFi Controllers » Moonlight, Steam & Nimbus? » Nov 24 9:40 PM

Kevin wrote:

For "pro gamers", sure, the ability to hit them without removing your thumbs from the triggers is cool. But for Apple's demographic, I imagine it really doesn't matter.

Pressure sensitivity... maybe. The pause button isn't pressure sensitive, though 😜

It Should be!!!

Sometimes i'm hesitant to pause the game, a little unsure... so if Apple supported some form of intuitive variable analog control to compensate for my indecisive actions this would be nice. 😉

On a serious note:

Do you know how much 5h*t Apple caused by not supporting "Clicky Sticks" in the first place.?
I will give you some examples.
MadCatz C.T.R.L.i controller was delayed for several months due to the 1st batch of controllers using "Clicky Sticks", reason they used them are:
1: The only stick components available are Click Sticks, they are an industry standard component for an analog VR.
2: The MFi Specifications at that time never mentioned they could not be used.
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So after MFi Approval failed for MadCatZ (solely because of the Clicky Sticks issue) they had to rework the stick by inserting a plastic blocking frame over the 2 Analog VRs which physically stopped you pushing them down.
This plastic frame is present in all C.T.R.L.i controllers, remove it and your will have a "clicky stick" but of course it will do nothing under the MFi Protocol.
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Same story went for MOGA, the Rebel also has a plastic blocker to stop you pushing down on the stick.
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All of this waste of time/money for the smaller controller companies could have been avoided if Apple where clear on their initial MFi Guidelines..or simply just supported clickies from the start.
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Reason i defend this, is because the entire Gaming industries history & controller evolution defines this.,Sony,MicroSoft,Nintendo,Sega,Atari,PC..even ANDROID etc. all support "Clicky Sticks".
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From a Gaming Genre point of view
The one defining constant that has been the leading game genre for the past 10 years is FPS games. Halo.COD.Battlefield,TitanFall..etc. and this season "Starwars BattleFront".
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All i see is an Apple 20 years behind this industry, being stubborn in their "the only way is the iphone way".
Look what happened..(is happening) to the standard MFi Controller layout.
Standard layout MFi Controllers where supposed to be for the retro casual crowd, but fact is as of today there are ZERO manufacturers that are making a standard MFi Controller.

The ones that tried, got burnt in believing in Apple's "forsight" of what the direction controller support on Apple system should be.
RIP: Razer Junglecat, Logitech PowerShell
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The next iteration of MFi Game controllers really does need to support "Clicky Sticks" at some point just to catch up with "What is Expected", this will also allow game developers unification for their genres instead of "working around" to make it compatible for iOS or AppleTV, this is Fragmentation from a game developers point of view.
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Here endeth the lesson.

#17 Re: MFi Controllers » Moonlight, Steam & Nimbus? » Nov 24 6:54 PM

Hi Trakker,
I noticed CrossRoad no longer works with MFi Controllers after they updated it to support multiplayer for AppleTV.
Multiplayer works well with a Siri Remote & iPhone/iPod linked to AppleTV, but still not as good as when it had Controller Support, we've emailed HipsterWhale regarding this, waiting on a reply.

#18 Re: iOS Games » About Minecraft PE's mfi support » Nov 24 5:33 AM

Yeh, whatever, Mojang's official Bug reporting forum is a JOKE.
I got threatened to be banned because i posted same bug report twice once for each version.
Now its 3 versions deep and 3 months down the line since first reported, nothing is resolved.. lots of people not happy on there.

#19 Re: Apple TV » Cueist - hit pool/snooker game on Apple TV gets MFI Controller support » Nov 15 11:26 PM

Good Stuff, it's a steal @ $1.99!
BTW your icon is the best one iv'e seen so far!, i give em all a quick "wiggle" to see the parallax effect.

#20 Re: MFi Controllers » Moonlight, Steam & Nimbus? » Nov 15 11:13 PM

Unfortunately there are no MFi Controllers that have clicky sticks (L3,R3), it's just not in Apple's MFi Standard something we have been complaining about from the start.
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The only option is to Jailbreak and use something like a PS4 Dualshock.

#21 Re: MFi Controllers » MFi Power Question » Nov 13 10:14 PM

Yeh. i agree with Kev.
All MFi Controllers we've tested "go to sleep" after a while of inactivity so no need to worry about battery life so much.
Some require you to wake them up again by tapping the BT button or power cycle them,
like in the case of C.T.R.L.i power off then back on auto reconnects.

If you wife is from an XBox background consider purchasing an MFi Controller with an XBox Layout which include:

PXN Speedy
C.T.R.L.i
C.T.R.L.i Micro
tT eSPORTS Contour
Moga Rebel

Out this choice available i would recommend the PXN Speedy.

#22 Re: MFi Controllers » iOS 9 and Mad Catz CTRLi not working » Nov 11 11:56 PM

Hey all, experiencing the same on iOS9.0 & 9.1 on an iPhone6.
Found it very difficult to connect, but not impossible.
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How i managed to find success.
1: On iPhone remove/forget all Bluetooth Devices.
2: Turn off Bluetooth.
3: On C.T.R.L.i switch on and hold the BT button (4-5 seconds) until it's flashing quickly.
4: Whilst flashing quick,Turn on Bluetooth on iPhone.
5: Pair with C.T.R.L.i.

lemme know if this helps.

#23 Re: MFi Controllers » NEW MFi Controller from Hori » Nov 07 9:27 AM

Guess my sources where spot on the money.. Not sure when we'll see it arrive on our shores though hopefully soon 😉

151107horiultimate.jpg

#24 Re: Apple TV » Will the new Apple TV still support air play and mirroring? » Nov 01 3:59 AM

Airplay mirroring works flawlessly on the new AppleTv, being playing around with it last night.
Tested an older iphone5S running Mikey Shorts and a connected MFi controller to the iphone..
Mirrored it to the new AppleTv.
(This setup is a Good test combination for revealing latency)
Pleased to say it works flawlessly there seems to be zero lag! And mikey made those jumps every time!

Also tested Dead effect2 a 3D heavy game (intensive GPU/CPU load)...again worked great!

Also tried basic going into the camera on the iphone, switching to video, then mirroring that, again great although not perfect but very close.(seemed to be an occasional small stutter)

Whilst mirroring though the games where not fullscreen i tried setting the "overscan to off" in the mirroring settings on the AppleTv but didnt seem to change anything no matter what i set it to. Auto/on/off all where the same result.

When mirroring the camera from the iphone, photo mode had the black bars on the TV .. But video mode was fullscreen.. Any ideas kev?

#25 Re: Apple TV » ScreenClock for Apple TV » Oct 31 10:29 PM

Like the concept, who needs a teeny weeny apple watch , when you can have a 52inch HD version.?
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One serious question though, does it work in icon mode, like the standard clock on all iOS devices?
This is the most useful purpose of a clock, to have it on your TV screen in its small icon form & viewable at all times.

#26 Re: MFi Controllers » SteelSeries Nimbus » Oct 31 10:19 PM

I Agree. enjoying the nimbus also, triggers are good this time. 😊
If i could nitpick on one minor thing i'm finding though.
The controller is a little small (or maybe I'm too big?),  for me it feels like everything is pushed backward when it sitting naturally in my hands.
example , when holding the controller in both hands, my middle fingers are sitting under the space for the triggers instead of against the controller body, when i'm playing they keep naturally slipping under them.
Don't know if its just me being used to holding all other types of controllers, it's just something i consciously i'm aware of with this one.
Apart from this minor nitpick, controller is excellent.

#27 Re: Apple TV » 4th Gen Apple TV Discussion » Oct 28 8:23 AM

Couldn't decide on 32Gb or 64Gb....so ordered both.. 😜. 
Picking them up this Sat + a couple of Nimbus.

Opted out of the $13 wrist strap though.
Not hearing good things about Siri integration, sound a bit hit n miss, lets see.

#28 Re: iOS Games » About Minecraft PE's mfi support » Oct 23 5:02 PM

V0.12.3 is now available. camera bug still present!  (*sigh*)
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It seems there was already an iOS app submission in the queue.

Just because Mojang was bought by Microsoft, does it mean they are now allowed to released bug ridden software.?
Maybe it was a part of microsoft policy.? " Your code needs to contain a certain number of bugs to justify a neverending update?".(ie. keep people in work).
Joking apart, I personally feel they added it deliberatly, i see no other MFi controller supported game exhibit this behaviour.

For someone as big as mojang to release a game of this magnitude with a bug that basically "makes the game unplayable" with a controller. Is downright unacceptable. Not actually sure why we are not bringing down a $*#t storm on mojang for this..
It is not like EVERY OTHER VERSION on other platforms (even android) the controller works flawlessly.
If this bug had been present in the XBOX version it would have "NEVER MADE IT OUT OF QA"..fact.
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Maybe they are saying, sure guys we are one of the most profitable game franchises on the planet, but look we are still "indie".(instruct coder to introduce the bug).

Anyway rant over.. I believe the next version 0.12.4 this will he resolved, as basically the bug only got addressed a few days ago and V0.12.3 was already submitted for app review.

#29 Re: iOS Games » About Minecraft PE's mfi support » Oct 19 8:06 AM

Ok its been well over 1month,
Finally today(19thOct) Mojang have assigned a coder to fix this issue, hopefully we'll see this resolved in the next update!

Which will be V0.12.3.

#30 iOS Games » MineCraft StoryMode » Oct 18 7:39 AM

MFiGamer
Replies: 0

Our Review is up!
Basically plays it great with a controller!