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Starfox

macrumors 6502
Original poster
Apr 7, 2011
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Hi MacRumors. I have a near-complete app that enables decent usage of the DualShock 3 / DualShock 4 controllers on OS X. It properly sets DS3 LEDs and supports multiple gamepad-to-key mapping profiles that can be selected based on the foreground app, automatically. If I am to polish this and finish it to the point where it's suitable for public release, it should be commercial - otherwise I can't justify the time spent on it (sorry).

Now here's my dilemma: the app can't be sandboxed, since the sandbox prevents apps from sending emulated keystrokes to other apps, so publishing it on the Mac App Store is a no-go. How do you suggest I charge for it? Other platforms seem to have higher friction and thus generate lower sales.

Here's the idea I had - I can set up something like a kickstarter, saying that if I get X dollars I'll release the app free of charge to the public. Backers won't get anything special, the only point will be a guaranteed revenue (albeit one-time, but I'm OK with that) for releasing the app. It'll also mean the app is DRM-free, since in that model there's no per-unit profit and zero risk of piracy. What do you guys think?
 
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Most people here would pay at least $9.99. Don't crowdfund it, all that is going to lead you to is people whining for a Windows version. :rolleyes:

My DS3 links perfectly and works perfectly w/ my mac w/out any extra software just link them w/ BT; the soft. people at apple have already done this since Tiger I think. :confused:




Also, there is an app that can take almost any controller and map it to keystrokes, had it at one point years ago and worked w/ almost any controller you could throw at it.
 
My DS3 links perfectly and works perfectly w/ my mac w/out any extra software just link them w/ BT; the soft. people at apple have already done this since Tiger I think. :confused:




Also, there is an app that can take almost any controller and map it to keystrokes, had it at one point years ago and worked w/ almost any controller you could throw at it.


True, but I'm talking about a higher level of integration and a better user experience. My app properly sets user lights on the DualShock so they don't blink all the time, blinks them properly when the battery is low and gives you charge / battery status in Notification Center. It's also DualShock specific and has support for the rumble motors and the touchpad on the DualShock 4.
 
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My app properly sets user lights on the DualShock so they don't blink all the time, blinks them properly when the battery is low and gives you charge / battery status in Notification Center. It's also DualShock specific and has support for the rumble motors and the touchpad on the DualShock 4.

oooh…. support for rumble motors…. now you got my attention!

This seems still like a simple utility software. I would say no more than $5 for the app, or you might see very little sales. Remember that most people think of "99-cents" or $1.99 when they think of apps in this era.
 
Support for rumblers plus the notification centre integration has me interested. $5 seems like a good price—$10 tops.

When would you release this and through what platform?
 
Hi MacRumors. I have a near-complete app that enables decent usage of the DualShock 3 / DualShock 4 controllers on OS X. It properly sets DS3 LEDs and supports multiple gamepad-to-key mapping profiles that can be selected based on the foreground app, automatically. If I am to polish this and finish it to the point where it's suitable for public release, it should be commercial - otherwise I can't justify the time spent on it (sorry).
Now, if you could produce an app/driver to support all functions of Logitech steering wheels, you would have a lot of buyers. I would pay up to £20 for that.
 
Now, if you could produce an app/driver to support all functions of Logitech steering wheels, you would have a lot of buyers. I would pay up to £20 for that.

I wrote one for Feral it supports everything but ForceFeedback and the rev counter :p It's Free! :D

As logitech have discontinued making all Wheels development time on that has dropped down the importance queue.
 
I wrote one for Feral it supports everything but ForceFeedback and the rev counter :p It's Free! :D
As logitech have discontinued making all Wheels development time on that has dropped down the importance queue.
Edwin, although we've discussed this many times before, here goes.
Your utility is great, but the user is faced with the choice of either using Free the Wheel with no FF support, or using the old Logitech FF kext which works perfectly except for the use of some buttons.
Personally, I choose the Logitech solution at all times as driving without FF is pointless to me.
That is why I made the (slightly tongue-in-cheek) suggestion above, because what we need is someone to develop a driver to provide both FF and full button support.
I realise that you have no time for this and maybe Logitech would be reluctant to help, but I for one would be happy to pay a good amount for this, and I'm sure there are many others who would too.
 
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Steering Wheel support for the Mac would be great, I'd be interested in that too. Picked up a G27 back in April.
The G27 works OK in OS X, but you have to choose, as per my post above, either to install the old Logitech FF kext to give you force feedback (funnily enough!) but then you miss out on a few of the buttons on the G27, or to use Edwin's Free the Wheel utility (available on Feral's web site - F1 2012 support site, I think). FTW gives you all the buttons, but doesn't support FF.
At the moment, these are your choices.
 
I wrote one for Feral it supports everything but ForceFeedback and the rev counter :p It's Free! :D

As logitech have discontinued making all Wheels development time on that has dropped down the importance queue.

Do feral games (GRID) support the Analog triggers on the PS3 controller? Or do they act just like digital buttons?
 
I recently bought Joystick Mapper on the App Store for $5, and I'd easily pay $10 for a slicker interface and some features that I think are missing from it, such as:

LED light support and battery indicator, which you've already mentioned.

Menu bar icon to switch profiles easily on the fly without having to open the app.

Ability to set a profile to start on launch so the joystick works on start-up (helpful when using my computer as a HTPC from 10 feet away).
 
I'd also be happy to spend $5-10 for an app like this! If I'm not mistaken, this is the first app that makes the DS4 touchpad usable on Mac. That's definitely the coolest feature for me!

You see a lot of developers releasing software like this for free, but with a PayPal donate button on their website. Especially if you keep in touch with your community and provide an update now and then, this could be a nice way to make money out of your app.

Hope you'll be able to release it soon, I'm eager to buy ;)
 
I think the DS3 is one of the worst controllers I've ever used, so I wouldn't really pay anything for that.

However, the DS4 is one of the best controllers I've ever used. If you manage to support the DS4 in a meaningful way, I'd pay between $4.99 and $9.99 depending on the ease of use, compatibility, and level of functionality.
 
Your app can and should be sandboxed. Just prompt the user to turn on universal access and any device can send keystrokes.

Hi MacRumors. I have a near-complete app that enables decent usage of the DualShock 3 / DualShock 4 controllers on OS X. It properly sets DS3 LEDs and supports multiple gamepad-to-key mapping profiles that can be selected based on the foreground app, automatically. If I am to polish this and finish it to the point where it's suitable for public release, it should be commercial - otherwise I can't justify the time spent on it (sorry).

Now here's my dilemma: the app can't be sandboxed, since the sandbox prevents apps from sending emulated keystrokes to other apps, so publishing it on the Mac App Store is a no-go. How do you suggest I charge for it? Other platforms seem to have higher friction and thus generate lower sales.

Here's the idea I had - I can set up something like a kickstarter, saying that if I get X dollars I'll release the app free of charge to the public. Backers won't get anything special, the only point will be a guaranteed revenue (albeit one-time, but I'm OK with that) for releasing the app. It'll also mean the app is DRM-free, since in that model there's no per-unit profit and zero risk of piracy. What do you guys think?
 
Your app can and should be sandboxed. Just prompt the user to turn on universal access and any device can send keystrokes.

Which entitlements would that require and what APIs should I use?
 
Hey Starfox,
I really like the sound of this program. I've been looking for something like this for a while so I am eager to try it out. Just a couple questions : When will it be released? Do you have a youtube channel that i can see it in action? Will the touchpad be enabled for mouse movement? Will it have support with the light bar color selection? (like the DS4 to X-Input wrapper.) Will you be able to plug headphones in and hear game audio? And lastly: Through other games that only detect XBOX 360 controllers, will it have support for those?
Sorry to ask a barrage of questions, I am just vey exited for this piece of software's release. I would pay around $3-5 dollars if it was basic without the features I asked in the top and up to ten dollars if it was very advanced.
P.S. I made an account just to reply to this post; I am so excited.
 
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This may be a stupid question but... would this support native gamepad functions with games that support it or is it just intended as keyboard mapping software? To be honest if I'm going to play a game with a gamepad I strongly prefer the former. With keyboard and mouse only the mouse axis is analog and when emulating it that's all you get. Analog right stick support and digital everything else.

Also, rumble support is nice but games need to support it natively and if they do then most likely they have native controller support as well.
 
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