EDGE is a puzzle game where you guide a cube to the end in a level made of cubes whilst collecting cubes to make your cube go faster.
Sometimes there's even an evil cube. How edgy.
Unused Audio#
Two unused audio clips can be found in the filesystem:
04_Jingle.ogg
14_Space.ogg
(Source: CosmoCortney)
Development-Related Text#
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This needs some investigation. |
The config folder contains an editable .ini being titled settings_template_do_not_modify.ini and a readme settings_readme.txt, leftover from the Windows/Mac release.
settings_readme.txt#
Dear valued power-user,
You've come to this place because you would like to change some settings.
No worries, we've got you covered!
The 'settings_template_do_not_modify.ini' file in [game install directory]\config lists all the possible settings.
If you'd like to alter settings, put those settings into the settings.ini file located at:
Windows XP:
%userprofile%\Local Settings\Application Data\Two Tribes\EDGE
Vista/Windows7:
%userprofile%\AppData\Local\Two Tribes\EDGE
Mac OS X:
~/Library/com.twotribes.edge/
Friendly greetings!
Two Tribes
settings_template_do_not_modify.ini#
[graphics]
;screensize_fullscreen_width = 800
;screensize_fullscreen_height = 600
screensize_windowed_width = 1066
screensize_windowed_height = 600
effect_settings_on_aa_samples = 8
effect_settings_on_shaders = true
effect_settings_off_aa_samples = 2
effect_settings_off_shaders = false
show_checkpoint_effect = false
[minimap]
; (float) The pixel width of one minimap block (at 1.0 zoom)
cell_width = 19.5
; (float) The pixel height of one minimap block (at 1.0 zoom)
cell_height = 19.5
; (int) The pixel width of the minimap on screen
width = 160
; (int) The pixel height of the minimap on screen
height = 160
; (int) Pixel offset from the specified screen alignment.
; Note that the minimap will never be positioned outside of the screen,
; even partially, regardless of the offset settings specified here.
position_offset_x = 6
position_offset_y = 6
; Horizontal alignment:
; left = align left edge of minimap to left edge of screen
; center = align center of minimap to center of screen
; right = align right edge of minimap to right edge of screen */
align_horizontal = left
; Vertical alignment:
; top = align top edge of minimap to top edge of screen
; center = align center of minimap to center of screen
; bottom = align bottom edge of minimap to bottom edge of screen */
align_vertical = top
; (int) Opacity of the minimap as a whole (in range 0 - 255)
opacity = 255
visible = true
[input]
; (float) Dead zone for the analog sticks (value in range 0 - 1). Applied to each stick axis separately.
stick_dead_zone = 0.25
; (float) Threshold (value in range 0 - 1) applied to the directional input,
; controlling at which point the menu should receive directional input.
menu_dir_threshold = 0.9
; (float) Angle at which the game directional input axes are set with respect to the input devices (angle in degrees).
dir_axis_angle = -22.0
dir_axis_angle_alt = -67.0
; (float) Angle at which the menu directional input axes are set with respect to the input devices (angle in degrees).
menu_dir_axis_angle = 0.0
; (int) If pointer does not move for this many frames, it will be hidden (set to negative number to disable).
pointer_hide_delay = 30
(Source: CosmoCortney)