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Tobias 1104~4Y
The Steam page about Big Picture Mode suggests that the controller support needs to be built into the games themselves? I'm not sure how that'd work otherwise, unless the controller's simulating keypresses. If it was, that'd be great! I think I'm going to just ignore adding my own controller support, though; it's too much work, and it might not even work in the end anyway.

I got in touch with Greg from Kongregate, who said it's not an issue and I can do whatever I want with it; the agreement only applied to the free browser version. It sounds like the CrazyMonkeyGames one is the same, so it shouldn't be an issue. A Steam release of the game by the original developer over a decade later is hardly going to conflict with their original intentions for branding exclusivity!
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MontyCallay99~4Y
That's good to hear! I figured there wouldn't be any point in them insisting on keeping the branding anyway, but it's always good to make sure.

In regard to Big Picture Mode, that is exactly how that works - the controller simulates keypresses that are defined in the preset. It has nothing to do with the Steam Input API, which you would normally use to integrate controller support.
The documentation you're looking for is here:

[LINK]

More specifically, there's also this section under "getting started for Devs": [LINK], where the stuff that probably applies to you is under "Selecting a configuration for my non-Steam Input API Game"

I hope this helps a bit!
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