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DP ServBot
12-29-2011, 02:00 PM
http://www.blogcdn.com/www.joystiq.com/media/2011/12/60beat1229.jpg
The idea of a gamepad sticking out of your iPhone may be hilarious, but it's still not as funny as attempting to play Mega Man 2 with a virtual d-pad. The 60beat Gamepad connects to an iPhone, iPod Touch or iPad through the headphone jack, providing the complete set of console controls to any supported iOS app -- shoulder buttons, analog sticks, and all.

At the moment, that list of supported iOS apps is pretty small (just Bugdom 2 and Aftermath), making the controller perfect for someone who either loves those games or is banking on more support in the future.http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif (http://www.joystiq.com)60beat creates a full gamepad for iOS devices (http://www.joystiq.com/2011/12/29/60beat-creates-a-full-gamepad-for-ios-devices/) originally appeared on Joystiq (http://www.joystiq.com) on Thu, 29 Dec 2011 13:15:00 EST. Please see our terms for use of feeds (http://www.weblogsinc.com/feed-terms/).




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Frankie_Says_Relax
12-29-2011, 05:31 PM
I applaud the developers of these hardware implementations for iOS devices.

The true obstacle is getting developers to acknowledge and utilize your devices API either during the game's development OR after the fact.

This looks like a decent controller. Interesting to see that the interface is the headphone jack and not the docking/keyboard port.

Gapporin
12-29-2011, 05:45 PM
I don't have the first idea about how the architecture of the iOS operates (and this may not even be possible, given how closed-source it is), but would someone be able to come along and write a JoyToKey-like app that maps out different touch functions to buttons on a controller?