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If you still have the issue, please locate and attach your logs (C:\Users\you\AppData\Roaming\CassetteBeasts\logs). When the game detects a controller it logs its name. So we should be able to find out what peripherals you have that are causing this.
Godot Engine v3.5.1.stable.custom_build.b54cb7426 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3070/PCIe/SSE2
Async. shader compilation: OFF
CassetteBeasts (Godot 3.5.1 stable)
Type help to get more information about usage
Device 0 connected: XInput Gamepad __XINPUT_DEVICE__
Device 1 connected: XInput Gamepad __XINPUT_DEVICE__
Device 2 connected: Joystick (Razer Huntsman V2 Analog) 03000000321500006602000000000000
CassetteBeasts version 1.1.2
Compiled 1322 shader versions. Cache size: 1314
Compiled 17 shader versions. Cache size: 1322
Device 1 disconnected
Device 1 connected: XInput Gamepad __XINPUT_DEVICE__
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: ObjectDB::cleanup (core\object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).
ERROR: Resources still in use at exit (run with --verbose for details).
at: ResourceCache::clear (core\resource.cpp:417) - Resources still in use at exit (run with --verbose for details).
If only I could get everything back to keyboard input, that would fix the problem kind of for now, it just weird to me that when the game states it having "full controller Support" that the controller is the main factor messing up the possibility of having a normal experience...
Because of all the re-connecting, re-mapping and everything I've had to put in a lot of work.
Now, don't get me wrong I really want to play this game, but it appears something is making it impossible to do so.
If you'd ask me its because the local multiplayer has no on/off switch. because the keyboard & mouse will always be seen as the main "controller". Would be better if there was a way in the settings to turn this on/off. just so the game won't make it impossible to play, or maybe something similar to nintendo, where the console first asks the player what kind of controller to connect, something similar could be done by asking what to connect.
Again, would really love to play this game, but for some reason this problem is becoming annoyingly common, locking out those who wish to play the game.
By the way, this is not a Steam issue. The game shows the same behaviour when being started from the installation directory and both on Windows and Linux.
I've tried just launching Big Picture mode with my controller, but even though the game displays controller button prompts, it won't register any of my button presses. I've reset the controler layout to the game's official layout, I've shutdown and restarted Big Picture, turned off the controller and back (which created another issue of not recognizing that my controller was now on and kept prompting me to reconnect my controller).
How the hell do I play this game with a controller? :P
EDIT: When I started up for the first time with a controller, I could move the mouse pointer with the right thumbstick and select options by pressing down on the right thumbstick (as button A normally would in most default configs, and no other buttons/controls do anything). Changing the controller layout to both the game's official layout or a generic controller config hasn't affected this at all.
Even when that "controller" isn't connected to the system. On my PC, in order to play the game with a regular Xbox controller, I had to completely uninstall everything for my ASUS mouse.
Some other device on our systems are likely being picked up as the controller, and the developers didn't include a "choose your controller" option to specify which device you'd like to use, which is becoming more of an issue as more and more peripherals for PCs are interpreted by software as controllers.
I wound up just installing the game on my Steam Deck, though, because installing/uninstalling mouse software is kiiiiind of a pain in the ass.
The problem is, I even don't got any controller!
Here's the log:
Godot Engine v3.5.1.stable.custom_build.bb8bd433c - https://godotengine.org
OpenGL ES 3.0 Renderer: Radeon RX 580 Series
Async. shader compilation: OFF
CassetteBeasts (Godot 3.5.1 stable)
Type help to get more information about usage
Device 0 connected: OBINS
AnnePro2 03000000d904000093a2000000000000
CassetteBeasts version 1.2.0
Compiled 1328 shader versions. Cache size: 1320
Compiled 17 shader versions. Cache size: 1328
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: ObjectDB::cleanup (core\object.cpp:2070) - ObjectDB instances leaked at exit (run with --verbose for details).
ERROR: Resources still in use at exit (run with --verbose for details).
at: ResourceCache::clear (core\resource.cpp:417) - Resources still in use at exit (run with --verbose for details).
Did somebody found a way to fix this?
I use a mouse that registers – aside from its default mouse device – a joystick device in the system. The trick is blacklisting the devices initialized by plugging in the mouse except from those that actually control the mouse behaviour. If anybody is interested in details, I can provide step-by-step instructions (Linux only).