Posted December 15, 2014
Hello there,
So today I bought Rayman 2, and after searching about controller compatibility in this game, I found out either it don't let you customize your own controls or simply the game does not detect the controller. After testing it out with the keyboard, I decided I had to play with a controller so I made my own scheme in JoyToKey for my 360 controller, and after testing it I think it works fine, so decided to share it.
The scheme is as it follows (360 controller):
Right Stick - Move
Right Stick Click - Show Gauges
Left Stick - Camera
Left Stick Click - Reset Camera
A - Jump
B - Swim Down
X - Shoot
Y - Walk
Left Bumper - Look
Right Bumper - Strafe
Left Trigger - Reject*
Right Trigger - Confirm*
Back - Call Murphy/Show hint
Start - Menu
So if you don't have JoyToKey, I suggest you download it from the official site: joytokey.net. No need for instalations, it's just a zipped folder with the .exe inside and some config files.
Since the file format can't be attached here, you'll have to create a notepad file in the same folder as the .exe with the name blah.cfg (where blah is replaced with the desired name for the scheme), and put the following inside:
[General]
FileVersion=56
NumberOfJoysticks=1
NumberOfButtons=32
DisplayMode=3
UseDiagonalInput=0
UsePOV8Way=0
Threshold=300
Threshold2=300
KeySendMode=0
SoundFile=
[Joystick 1]
Axis1n=1, 25:00:00:00, 0.000, 0, 0
Axis1p=1, 27:00:00:00, 0.000, 0, 0
Axis2n=1, 26:00:00:00, 0.000, 0, 0
Axis2p=1, 28:00:00:00, 0.000, 0, 0
Axis3n=1, 57:00:00:00, 0.000, 0, 0
Axis3p=1, 51:00:00:00, 0.000, 0, 0
Axis5n=1, 0D:00:00:00, 0.000, 0, 0
Axis5p=1, 08:00:00:00, 0.000, 0, 0
Button01=1, 41:00:00:00, 0.000, 0, 0
Button02=1, 5A:00:00:00, 0.000, 0, 0
Button03=1, 20:00:00:00, 0.000, 0, 0
Button04=1, 10:00:00:00, 0.000, 0, 0
Button05=1, 60:00:00:00, 0.000, 0, 0
Button06=1, 11:00:00:00, 0.000, 0, 0
Button07=1, 70:00:00:00, 0.000, 0, 0
Button08=1, 1B:00:00:00, 0.000, 0, 0
Button09=1, 4A:00:00:00, 0.000, 0, 0
Button10=1, 23:00:00:00, 0.000, 0, 0
Notes:
I've placed the stickers deadzone at 30%, you can modify it if you want it.
If you want to invert the camera, you just switch Q and W in JoyToKey.
* - I have placed the confirm and reject buttons on the triggers out of precaution, my first thought was to put them in A and B buttons, but was afraid that at some point in the game the buttons may interfere with eachother, if someone can tell me if it's safe to overlap Jump with Confirm, and Swim Down with Reject, I would be appreciated, since it's the only thing I dislike in my scheme is having Confirm/Reject in the Triggers.
If you have any advice, critics, and/or any doubts, fire it away!
Many Thanks for the future help I'll get, and I hope you will like this controller scheme! :)
So today I bought Rayman 2, and after searching about controller compatibility in this game, I found out either it don't let you customize your own controls or simply the game does not detect the controller. After testing it out with the keyboard, I decided I had to play with a controller so I made my own scheme in JoyToKey for my 360 controller, and after testing it I think it works fine, so decided to share it.
The scheme is as it follows (360 controller):
Right Stick - Move
Right Stick Click - Show Gauges
Left Stick - Camera
Left Stick Click - Reset Camera
A - Jump
B - Swim Down
X - Shoot
Y - Walk
Left Bumper - Look
Right Bumper - Strafe
Left Trigger - Reject*
Right Trigger - Confirm*
Back - Call Murphy/Show hint
Start - Menu
So if you don't have JoyToKey, I suggest you download it from the official site: joytokey.net. No need for instalations, it's just a zipped folder with the .exe inside and some config files.
Since the file format can't be attached here, you'll have to create a notepad file in the same folder as the .exe with the name blah.cfg (where blah is replaced with the desired name for the scheme), and put the following inside:
[General]
FileVersion=56
NumberOfJoysticks=1
NumberOfButtons=32
DisplayMode=3
UseDiagonalInput=0
UsePOV8Way=0
Threshold=300
Threshold2=300
KeySendMode=0
SoundFile=
[Joystick 1]
Axis1n=1, 25:00:00:00, 0.000, 0, 0
Axis1p=1, 27:00:00:00, 0.000, 0, 0
Axis2n=1, 26:00:00:00, 0.000, 0, 0
Axis2p=1, 28:00:00:00, 0.000, 0, 0
Axis3n=1, 57:00:00:00, 0.000, 0, 0
Axis3p=1, 51:00:00:00, 0.000, 0, 0
Axis5n=1, 0D:00:00:00, 0.000, 0, 0
Axis5p=1, 08:00:00:00, 0.000, 0, 0
Button01=1, 41:00:00:00, 0.000, 0, 0
Button02=1, 5A:00:00:00, 0.000, 0, 0
Button03=1, 20:00:00:00, 0.000, 0, 0
Button04=1, 10:00:00:00, 0.000, 0, 0
Button05=1, 60:00:00:00, 0.000, 0, 0
Button06=1, 11:00:00:00, 0.000, 0, 0
Button07=1, 70:00:00:00, 0.000, 0, 0
Button08=1, 1B:00:00:00, 0.000, 0, 0
Button09=1, 4A:00:00:00, 0.000, 0, 0
Button10=1, 23:00:00:00, 0.000, 0, 0
Notes:
I've placed the stickers deadzone at 30%, you can modify it if you want it.
If you want to invert the camera, you just switch Q and W in JoyToKey.
* - I have placed the confirm and reject buttons on the triggers out of precaution, my first thought was to put them in A and B buttons, but was afraid that at some point in the game the buttons may interfere with eachother, if someone can tell me if it's safe to overlap Jump with Confirm, and Swim Down with Reject, I would be appreciated, since it's the only thing I dislike in my scheme is having Confirm/Reject in the Triggers.
If you have any advice, critics, and/or any doubts, fire it away!
Many Thanks for the future help I'll get, and I hope you will like this controller scheme! :)
Post edited December 15, 2014 by Astyu