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EDGE (Wii U)

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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)

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check out if changes actually cause something to the game.

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)