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Topics - Christian Knudsen

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Alpha Testing / Version available!
« on: September 22, 2016, 07:30:09 PM »
The download links here have been updated to download this new version.

NOTE: Old savegames won't load in this new version.



- Fixed crash when doing an aimed shot with a weapon in your right hand.
- Fixed crash related to NPC dialogues.
- Fixed crash when trying to get size of room character is in but character is actually outside, standing on building roof.
- Fixed crash when trying to find path to unreachable tile (unreachable tiles are now automatically set as non-walkable).
- Fixed crash in some instances of a guard going looking for a missing guard.
- Fixed crash when an NPC had all its orders removed and the game tries to check what the NPC's current order is.
- Fixed issue with guards not realizing that you had left a restricted area and still attacking you even though you left before they became hostile.
- Fixed NPCs getting frozen in place due to their pathfinding telling them to go to the tile they're currently on.
- Fixed instances of a door opening and closing repeatedly if an NPC is attacking diagonally across it.
- Fixed a corpse in an elevator preventing NPCs from using the elevator.
- Fixed a guard called over to help another guard magically knowing where you are even if you're hidden.
- Fixed sneak attacking with a concealed weapon resulting in critical damage.
- Fixed a bug with selecting items in drawers when screen zoom is enabled.
- Fixed NPCs with a current order to walk around randomly not attacking the player even though the NPC is currently hostile towards the player.
- Fixed information about which tile a character is on going out of sync and characters being draw at the wrong time and/or on the wrong floor.
- Fixed being able to use the All Access Keycard on the utility room door on the 2nd floor of the Hensley International map (you need a code to open this door).
- Fixed an issue with the player character not automatically walking into an arriving elevator if you changed your movement type while waiting for the elevator.
- Fixed the player stopping following a character if the player for a moment gets close enough to the character to stop moving.
- Fixed a Security Guard labeled as a Civilian.
- Fixed an alarm light hanging in midair on the Hensley International map.
- Fixed the office employee on the 2nd floor of the Hensley International map getting stuck if going to talk to the woman employee and she's not there.

- Added animated help screens for Tactical View, Melee Combat, Shooting and Noise Levels that are shown at the relevant times during play.
- New 'Help' menu option where you can also view the above help screens at any time during play.
- Added default NPC behaviour for catching you looking in a drawer or accessing a computer in a Non-Public or Restricted area.
- Police called to the scene after your Stealth reaches 0% won't remain standing outside anymore but will instead start randomly patrolling the building.
- When quitting a game, you will now be asked for confirmation if you haven't saved at all or haven't saved in a while.
- Added on-scren indicator for when a checkpoint is generated.
- When dying, the game no longer automatically resumes from the latest checkpoint. Instead, you can choose to restore from checkpoint or load a saved game.
- Selecting characters is now prioritized over selecting objects, so a character will be selected even when behind a selectable object.
- When left-clicking on an NPC to sneak up behind it, the pathfinding will now try to keep you behind the NPC so you aren't seen.
- Made it a bit easier to hide inside a cubicle.
- Changed how loss is shown on the Stealth and Health bars.
- When centering the view on the player, the speed at which the view moves towards the player now increases with distance.
- The game now automatically sets a screen zoom level on first program run on a system with a high-resolution monitor.
- Added code that prevents multiple instances of the game running as that would mess up temporary files.

- Fixed crash with generating character selection border when showing location of target upon first entering a mission map/area.

Alpha Testing / Version 0.5.2 available!
« on: July 06, 2016, 09:21:07 PM »
The download links here have been updated to download this new version.

NOTE: Old savegames won't load in this new version.

- Fixed issue with sitting NPCs not getting up if attacked in rapid succession.
- Fixed issue with dead characters lying on a tile with a chair being brought back to life by sitting back on the chair if you save and reload.
- Fixed characters going to look for a missing character even though they've seen the missing character's corpse.
- Fixed elevator doors sometimes freaking out when melee fighting across them.
- Fixed minor issue with the character outline that shows the location of your target the first time you enter a mission map.
- Fixed an issue with an NPC that is looking for a missing guard not reacting to player noises.
- Added keypads that require keycodes to unlock.
- Added accessing computers to find company intel or keypad codes.
- Added an indicator for when a character is stunned.
- Non-guard characters will now react with panic when seeing you carrying a corpse, similar to when they see a corpse on the ground.
- An NPC looking for a missing guard will now walk around looking for the missing guard instead of running.
- On Above & Beyond map, made sure the tutorial box about melee blocking is shown even if you didn't take the knife and sneak killed the guard.

Alpha Testing / Version 0.5.1 available!
« on: May 26, 2016, 10:00:18 PM »
The download links here have been updated to download this new version. You can also just download the changed files there.

NOTE: Old savegames won't load in this new version.


- Fixed crash when starting new game.
- Fixed crash when picking up a corpse while sitting down (you will now stand up before picking up the corpse).
- Fixed issue with sound effects sometimes not playing.
- Fixed arriving police officers spawning as non-attackable.
- The game now shows you the location of your target the first time you enter a mission map.
- Added cursor icons for when melee attacking with a weapon.
- Disabled double-click to run when sneaking.
- Characters no longer make a death rattle if killed by a sneak attack.

Bugs / MOVED: linux mint 17.3 white screen
« on: May 22, 2016, 10:15:56 PM »

Alpha Testing / Version and fixes!
« on: May 19, 2016, 03:16:40 PM »
I've released v0.5.0.1 that fixes an issue with elevators on the second map. The download links here have been updated to download this new version.

If you have already downloaded v0.5, you can just download the fixed files:

Windows XP or later (6.3 MB)
Linux 32-bit (6.2 MB)
Linux 64-bit (6 MB)

Just overwrite the files from your previous download (the executables go in the root game folder and the two script files go in the '/scripts' folder).

If you have already entered the second map, I'm afraid you will have to restart that map. Note that you can't just use the restart function in the game as the wrong script file will already have been read and stored in your save file for that. You will have to load a savegame from before you had ever entered the second map. Sorry about that! :-\

Or, you can just keep playing and be aware that the power boxes for the elevators are switched (even though the power lines make it seem like they toggle the correct elevator). Toggling the elevators isn't really required for finishing the second map, so if you haven't turned any of them off yet, you can just keep playing.

News / Hidden Asset alpha testing!
« on: May 18, 2016, 07:25:09 PM »

The Windows and Linux alpha versions of Hidden Asset are ready for testing!

If you want to be a tester, please go here:

Alpha Testing / How to be an alpha tester
« on: May 10, 2016, 10:42:19 PM »
If you want to be an alpha tester for Hidden Asset, you need to send a request to join the "Hidden Asset Alpha Tester" forum group:

- If you're not already a forum member, sign up.
- Go to Profile > Modify Profile > Group Membership.
- Scroll down and request membership of the "Hidden Asset Alpha Tester" group (there's a box where it asks you to write a reason, but just leave that blank!).

When your request has been approved (I have to do this manually, so it might take a few hours), you can go here to download the game.


For the Windows and Linux versions, there are two executables: a normal version and a debug version. The debug version may run a bit slower on older computers, so if you're not getting a steady 40 FPS (hit F1 to toggle FPS on/off), you may want to use the normal version. But if you can use the debug version, please do so as this will provide valuable information in case of a crash:

- On Windows, the debug information will pop up in a window during a crash.
- On Linux, the debug information will be outputted to the terminal, so please run the game from the terminal (navigate to the game directory and run it with ./hiddenassetdebug).
- Please take a screenshot of the debug information and paste it here or send it to me directly in an email, while also letting me know where you were in the game/what you were doing just before the crash.

(Note that on Linux, you may have to set the run permission of the executable with 'chmod -x hiddenasset' to allow you to run it, as the permission is sometimes lost when compressing the game files.)


When you're done with the game, please send me the stats.txt file that on Windows and Linux will be located in the game directory and on Mac OS X will be in your '~/Library/Application Support/Hidden Asset' directory (Mac OS X version not yet available!). You can either email it to or write a post with a link to where I can download it.

Also, please share any thoughts or comments about the game in this forum!

Thank you for your help!


Linux dependencies

If you don't already have SDL2, SDL2_mixer and SDL2_image installed on your system, they can be installed with the following commands in the terminal (given that they're in your distribution's repositories):

sudo apt-get install libsdl2-2.0
sudo apt-get install libsdl2-mixer-2.0
sudo apt-get install libsdl2-image-2.0

News / Development Video #35
« on: April 21, 2016, 03:26:08 PM »

Alpha testing is so close that I can taste it! Tastes like chicken, by the way. I was actually hoping to have the game ready for closed alpha testing already, but issues that I needed/wanted to address kept popping up. In this video, I talk about two of the gameplay issues I’ve dealt with.

The first issue was how strict the game is in regards to guards hearing your footsteps. Before, they would always react to hearing your footsteps, but I’ve now made it a bit more lenient so that they won’t react to your footsteps if there are other NPCs near you, since the footsteps might as well have come from them. The game was just too unforgiving.

The second issue was aimed shooting. The whole gimmick of a screen popping up where you would see a first-person view of your target and had to aim manually just didn’t feel right when actually playing the game. It felt too involved and ruined the flow of the game. So I’ve simplified how all that works.

I also added a way for me to track play statistics for alpha testing. The game will keep track of various stats, such as total play time, deaths, kills, your stealth rating and so on, and write it to a plain txt file. Testers will then be able to just paste the contents of that txt file into a post on the forums, or upload the txt file itself, and I’ll be able to get a good overview of how hard certain parts of the game were in general.

For the game to be completely ready for alpha testing, though, I still need to fix some bugs and crashes. And then compile and test the Linux and Mac OS X versions of the game… and also setting up a forum for alpha testers where they can offer feedback and report bugs as well as download the test version of the game. My current idea is that if you want to be an alpha tester, just make a post in a forum thread I’ll set up for that purpose (and register for the forums first, if you aren’t already). I’ll then grant you “Tester” status on the forums, which will also give you access to a hidden forum post with the download link.

That’s the plan, at least.

News / Development Video #34
« on: February 01, 2016, 07:36:43 PM »

I mostly did bug-fixing in the past two weeks, which isn’t all that interesting for a development video. So I instead show some of the new assets I’ve made. I also touch a bit upon how the 2D isometric rendering functions in Hidden Asset.

Here's the release candidate for v0.7.2. Please let me know if you have any issues. And also please confirm if any previous issued you had have been fixed. Thanks! ;D

UPDATE January 23rd:
- Fixed movie player menu crashing when there are more than 90 movie files in the movie folder.
- Fixed automatically switching positions with NPCs. Now doesn't automatically switch positions with mission characters as well as stunned and captured characters.
- The first time you land on a base where you have to deliver a message or item to a character, a message will tell you about using 'L' to look for the mission character.

Windows XP or later (8.9 MB)
Mac OS X 10.5 or later (13.8 MB)
Linux 32-bit (7.4 MB)
Linux 64-bit (7.4 MB)


- Fixed attacking character with a blocked path or unable to find a path to you saving up time units and then unleashing a flurry of attacks.
- Fixed bug when calculating time left before mission expires.
- Fixed mission characters spawning in inaccessible spot on Basin.
- Fixed "Pirate/Confed Controlled" being written on top of "(Casino Ship)" for Adavene.
- Fixed an issue with the window size not setting correctly when going from fullscreen to window.
- You can now pay your fines at Port Newton Capital Planet.
- You now automatically switch positions with random NPCs without having to hold down 'S'.
- Added keypad support for setting hand grenade delay.
- If you're about to jump into a system with nowhere to refuel and you only have 1 jump fuel left, the game will now inform you that you will be stranded and ask for confirmation before you jump.
- You now start the game with an afterburner.
- Added switching between windowed/fullscreen with Alt+Enter back in (was accidentally removed in previous version).
- More precise sleep time between frames.
- Added info in the options menu that informs you that having v-sync on will cap the game speed.
- Changed the introduction dialogue to the Merchants' Guild to make it clear that you have to buy the commodities yourself.
- On Linux, changed all the game's file paths back to the game folder, as there were issues with using best practice file paths.

News / Development Video #33
« on: January 18, 2016, 04:13:41 PM »

It’s a new year, and here’s a new development video! In this video, I show the improvements made to the gadget interface, and I also do a bit of scripting.

News / Development Video #32
« on: December 21, 2015, 06:58:01 PM »

Last development video of the year. I demonstrate the traffic fully working and pedestrians stopping for red lights, but I also just play part of the first tutorial mission to show some gameplay.

News / Development Video #31
« on: December 07, 2015, 01:10:14 PM »

I’ve expanded the code that handles arriving police cars to handle traffic in general, so in this video I go over what I did and demonstrate the traffic working (and also not working quite as well).

News / MOVED: Freepascal 3.0 is out
« on: November 27, 2015, 12:30:19 PM »

News / Development Video #30
« on: November 23, 2015, 11:28:10 AM »

I wasn’t entirely pleased with the police arriving stuff shown in the last video, so I’ve polished that a bit more. I also made some new assets.

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