Thankfully, Trine 4 looks to be a dream come true for fans and is shaping up to be the most ambitious, visually impressive, and complex adventure in the series yet. either way, I'm not far in, and might switch to mouse+kbd, which is how I played 1&2, but less convenient for my current setup.This year marks the 10-year anniversary of the beloved fantasy themed puzzle-platforming Trine franchise, and what better way to celebrate than with the release of Trine 4? Developer Frozenbyte is returning the series to its roots after 2015’s Trine 3, a game that didn’t quite capture the magic of previous entries in the franchise, in part due to the game’s shift to 3D environments for the first time and a story that ended on an unexpected cliffhanger. Actually, I don't remember right now if I used that for Trine3 or a generic USB. (Or both)įWIW, I mostly use a PS3 gamepad that gets recognized 'automatically' by many games, which then often prompt using Xbox-style prompts. Put defaults (maybe the xbox-style ones) in a folder, let us rename them, or replace with same-format images, and/or use a config. For that last, even if a few showed up wrong, it's easier for users to remember 'a and b are flipped in this game', than '1-18 are. Tied to the action, user-assignable, or tied to the event/button-number you expect (maybe the one you test with). So, you could have handled this by:ġ) You could have included the Xbox-stlye button icons, a few ways. Having set it up, though, it's hard to remember all these buttons by number (on a per-game basis, ofc, if we have other games that do similar). I think many of us are OK with spending some time fiddling with the initial setup / calibration, we only need to do that once. Seems to me that the more annoying problem, for users, is the labeling, not the calibration. I know thiere will probably be no update, or practical reason for mentioning this, but. I've just been encountering this recently. It also wouldn't help DRM free or GoG versions of the games, so more work for limited benefit. Steam also has some sort of controller API nowadays, but I haven't looked into it at all. There are public controller databases that could be used, but unfortunately we've never had time or resources to really research those (we could have during Trine 2 development, but back then they didn't exist). I don't know about Xbox 360 gamepads (or Xinput gamepads), but generally speaking I don't think it makes much sense to spend time on such hacks. For example, there are at least three variations of PS4 gamepads, with differencies in names and IDs. The problem with such hacks is that it is hard to get them right. You can actually deduce stuff from USB IDs or simply from controller name. It's actually pretty likely that those hacks were written by me. For Trine 2, my guess is that there were some hacks there that made it recognize gamepad as Xinput gamepad, but those hacks didn't work for Trine 3 anymore (it uses different version of SDL and is compiled against different set of libraries anyway) or would have needed some sort of rewrite. Original Trine port to Linux was not done by Frozenbyte (and I wasn't even working there when original Trine was done), so I have no idea about that.
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