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I can only play game when the gamepad is disconnected, with keyboard. This is very bad.
Yikes, that is bad, sorry I didn't catch this sooner! Sounds like there are two issues:
1) Controller not responding once game starts
For the gamepad/keyboard issue, what type of controller are you using? When I made the addition to full controller support, I used a Unity package that mapped most controllers for most systems, but there were some holes in the package. What has helped in the past is downloading and installing the most recent driver for the gamepad. If that doesn't work, get back to me.
2) Weird mapping of buttons
This could also be a gamepad/driver issue, but it's possible that your gamepad is somehow being accessing a second button map. In Version 1.02 we had tested two control configurations but hard-coded one as default. I have no idea how yours got swapped to the second, and you're actually the first report I've ever received about it, which means I hope you're the only one! On June 18 we updated with V1.03, in which I eliminated the second keymap from the code entirely. Try it again and see if it works properly for you now (I'd recommend hitting the Start Over in the options menu first).
Hope that helps, and all the best punching those gluons,
-k.
Generic PC gamepad (DirectInput) - not recognized, then with x360ce.
Now I downloaded the latest x360ce from 2015-06-08 (before was previous version).
Keyboard now works, gamepad no. But when I push gamepad buttons, quarks bar are changed (top right), but thats all.
General setup that works in more than one hundred games with only XInput support (eh, DirectInput + buttons mapping is best).
The game is interesting (sound is extremely overexcited), but control with keyboard ... grrrr + x360ce not working (initial beep is = x360ce activated).
Gamepad is used daily, works 100%.
I hope. Thanks
@Everyone Else: I have two places you can look to check for your specific setups and possible workarounds.
The first is this link to compatible controllers with the unity package I hooked up to the game:
http://guavaman.com/projects/rewired/docs/SupportedControllers.html
Please check this out, let me know whether or these match your setup and if it still does not work for you. It would help me a lot - there were only so many machines that Team17 could test on.
The second is this discussion thread over here:
http://steamcommunity.com/app/295490/discussions/0/616199347858456117/
When we added controller support in v1.02, there were a few people who seemed to run into this problem, and Team17 Support helped them to work through some possibilities (but the one that worked best was the driver download). See if any of those help your problem.
I hate knowing that there are people out there who want to play it but can't. We must get to the bottom of this!
The problem, at least in my case because it has happened to me in more games, is the fault of having Razer Nostromo or another gaming peripheral connected.
Just unplug Razer Nostromo before launch the game and XB360 control work perfectly.
Greetings!
This is pretty stupid way to support gamepad! I/we have multiple PCs, multiple gamepads and what? Each piece specifically defined? Oh my god!
Try Awesomenauts - our every gamepad with the game works - under windows, under linux! Directly!
Superfrog HD - our every gamepad with the game works - of course, directly!
And with your game ... do not work - neither directly - or with x360ce!
Say thank you to people who invented this stupid system. Wasted a lot of unnecessary work and angry players. Try to make a universal system. I really do not have time to try some settings, whether it works or not. Refund or negative review. This is today's world. For me, while you have the chance. Bye for now.
When I was looking to add controller support with this game, I did a lot of research into locating a universal controller system for Unity, but what most people don't know until you have to program it is that there is no standardisation on controller button naming conventions, and the best way to deal with it (at least in Unity) was through a package like the above link that filters everything into a single editor. The Unity Asset above was the most comprehensive I could find, covering the vast majority including many generic gamepads.
Team17 tested as many systems and controllers as they had access to (which was a lot) and we were satisfied with the coverage.
Unfortunately, sorry to say this doesn't help you, or me for that matter, as it must not support your particular setup, and as the developer this bothers me a lot. I'm very sorry that it's given you such a bad experience. Thankfully, you've provided your details and I promise I will look into
the problem, both internally and with the 3rd party asset developer.
If anyone else has a specific setup where the keypad isn't working, please provide as thorough details as you can I'll aim to get it into the next update.
Thanks everyone!
biggest problem is - no x360ce working! Working (initial beep), but no in game. Its
"Xbox 360 Controller Emulator" allows your controller (gamepad, joystick, wheel, ...), function as "Xbox 360 Controller". For example, lets you play games such as "Grand Theft Auto" (GTA) or "Mafia II" using Logitech Wheel."
Every generic PC gamepads then works as xbox 360.
I know only 1 another game where the developer manually add a setting for my gamepad, but later I changed the gamepad and again nothing. Therefore x360ce - it makes possible to play games only fo xbox gamepad (XInput). The ideal is DirectInput + user buttons conf., if no exists, then x360ce.
Kev,
If you'll take the time - try cheap generic PC gamepad (Genius, Trust, Gembird, Natec etc.) with x360ce. If do not work, then make some changes. I plan to buy new XInput gamepad (waiting for steam), but x360ce seems to me the simplest solution with the smallest work under Windows, but it does not work with your game.
Play the game with keyboard with plugged gamepad I can now = no more problem for me.
my gamepad + Superfrog HD = all ok, Team 17 game.
Superfrog HD: Options - controls - buttons. No problem. For every gamepad good.
Kev, is there any plan for the future - option for the controller buttons config ?
Maybe it helped. If no, please try do support for x360ce.
I can wait (now I devote time on Awesomenauts, linux 2D moba with gamepad, but later...)
The game looks really nice. Only music is extremely overexcited as if it were normalized to 150% - immediately off, terrible, really bad!
Otherwise good work!
Thank you. :)
"Incompatible:
Unity Engine titles. Most of these games only utilise xinput to trigger vibration events while all input detection is performed via RawInput. Unfortunately this poses issues as
Controller calibration is ignored via RawInput.
Unity Engine needs to profile every gamepad hardware and its driver for RawInput to actually work with them." https://github.com/x360ce/x360ce/blob/master/Wiki/CompatibilityList.md
(hint: A<->B and X<->Y button position on Xbox controllers is swapped compared to the original Nintendo layout)
Let me know if you need additional info. ;)
* I already finished the game with another (supported) controller
Like I said, we chose the Guavaman/Rewired system that covered as many configs as we could but even they couldn't get all the generics. No doubt they get requests and make updates frequently, so I will add yours to the queue and hope they've got an update in the works.
Glad the keyboard works at least, that's a small victory. (And sorry about the bangin' music, most people don't spend as much time in the menus swearing at their gamepad as you do, so no doubt it added to the aggravation.)
-k.