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Messages - Christian Knudsen

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« on: June 24, 2019, 11:17:31 AM »
I did thank everyone who supported the Kickstarter campaign. Did you not read the Kickstarter update?

I also did have marketing and updates planned. But after the first 48 hours it was clear that the campaign was not going to succeed no matter what, so those updates I have saved for a possible future campagin.

I've been drowning in work from my daytime job and have also been a bit burned out after the sprint to have everything ready for the campaign, which is why you haven't heard much from me.

To suggest that I didn't want the campaign to succeed with the hours upon hours of work I've put into both the demo and the campaign is frankly pretty fucking insulting (as is that GIF you posted)!

Alpha Testing / Re: Med kit no double click?
« on: May 18, 2019, 10:49:18 AM »
Double-clicking won't be implemented for items in your inventory, since they can usually be used on multiple objects/people, so the game wouldn't know what/who to use it on if you just double-click. For example, you might also be able to use the medkit to heal a friendly character in the future.

Alpha Testing / Re: Fumbling through the demo
« on: April 30, 2019, 09:26:41 AM »
Yeah, that's just to set up/teach the player that you have to be more discreet on future missions or the police will show up.

Alpha Testing / Re: Fumbling through the demo
« on: April 28, 2019, 08:20:47 PM »
The police showing up in the first level is a scripted event. The stealth meter hasn't been introduced yet in level 1, so the police doesn't show up because of your stealth reaching 0% like they do in level 2 (and onwards).

« on: April 28, 2019, 11:22:47 AM »
Thanks! And also for your support! ;D

General / Re: Pausing and save points
« on: April 25, 2019, 09:55:47 AM »
Hey newguy (not so new anymore!)

Thanks for the feedback and suggestions. Allowing the player to rotate the map and equip/unequip stuff while paused seems like a good idea! I'll add that to my to-do list.

Checkpoints at undesirable moments is definitely an issue. Your suggestions would certainly help. I'm also considering adding a brief 'invincibility' window after you reload from a checkpoint (or just any reload at all) where you won't receive damage and hostiles won't react to seeing you. Just long enough to allow you to hopefully avoid any bad situations. It's definitely something that I need to fiddle around with.

Anyway, welcome back! :D

« on: April 17, 2019, 11:29:21 AM »
"IN A WORLD ..."


« on: April 16, 2019, 03:13:53 PM »

The Hidden Asset crowdfunding campaign will launch on Kickstarter on April 23rd at 11:00 am CDT / 4:00 pm GMT.

News / Re: Hidden Asset v0.6.3 released!
« on: April 12, 2019, 11:52:17 AM »
Just a heads up: I'll be releasing a new version tonight that fixes some crashes and adds a bit more stuff!

EDIT: Will be released tomorrow. Found another minor issue I also had to fix.

News / Hidden Asset v0.6.3.1 released!
« on: April 08, 2019, 01:40:22 PM »




v0.6.3.1 has now been released. The downloads links have been updated to this new version. Old savegames won’t work in this new version. Note that there is no debug version in this release as there won’t be a debug version included for the Kickstarter demo download.



– Fixed: Crash when FPS is shown and you either enter or leave the Hensley International map (FPS is now hidden during loading).

– Fixed: Crash related to pathfinding for either the player or the visual player path.

– Fixed: Your target’s location not being shown the first time you enter the Henlsey International map.

– Added: First Aid Kit in drawer on second floor of Above & Beyond map (restores health up to 50%).

– Changed: The white flashing of an item on the ground is now drawn on top of any dead bodies so they won’t obscure the flashing.




Version 0.6.3 of the Hidden Asset alpha demo is now available for download and testing. Use the download links below. Savegames from previous versions won’t work in this new version.


This update focuses on quality of life features that have been requested for a long time. I also briefly talk about the upcoming Kickstarter crowdfunding campaign:


– Fixed: X-ray circle glitching out when player outside of view and entering view.

– Fixed: Potential elevator congestion issue.

– Fixed: Hensley International receptionist sometimes ending up standing inside the reception counter under specific circumstances.

– Fixed: Potential crashes when creating the selection border.

– Fixed: Selection border for doors with keycards/keypads being drawn offset if UI is not scaled to 100%.

– Fixed: NPC that had spotted you and is aiming weapon in your direction because you ducked to hide will now shoot immediately when you pop back up.

– Fixed: Moving cars leaving behind invisible walls.

– Added: Tutorial info about rotating the map.

– Added: Sound and visual effect when rotating the map.

– Added: If you scroll far off the map, text will tell you what button to press to center on player character.

– Added: Player’s path shown (with option to only show it when in Tactical View).

– Added: Objects in front of player have transparency for ‘x-ray’ effect.

– Added: When dragging a device, an information box will tell you how to use it.

– Added: You can now also double-click on an item in a container/drawer to take it.

– Added: When left-clicking on a character or object you’re right next to, the game will let you know (in case you’re left-clicking in an attempt to interact with it instead of right-clicking).

– Added: Extra restrictions to try and keep panicking NPCs from cowering/hiding against a door.

– Changed: Larger ‘x-ray’ radius.

– Changed: Left-clicking on a selected object will make you walk up to the object, not to the non-highlighted selected tile ‘behind’ the object.

– Changed: Left-clicking on a door will always make you go to the tile on the other side of the door.

– Changed: Right-clicking while carrying corpse will make you walk to the selected tile and drop corpse there.

– Changed: If you click to shoot an NPC while moving but don’t have a ranged weapon equipped, you won’t stop moving.

– Changed: Interface hand icons (where you equip a weapon) are more distinct.

– Changed: “Above & Beyond Entrance Keys” instead of just “Above & Beyond Keys” to make it clear they can’t be used to unlock a door inside the building.


Download links


North America:

Windows 7 or later (128 MB)

Linux 32-bit (126 MB)

Linux 64-bit (126 MB)

Mac OS X 10.5 or later (156 MB)


Windows 7 or later (128 MB)

Linux 32-bit (126 MB)

Linux 64-bit (126 MB)

Mac OS X 10.5 or later (156 MB)


Debug information


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.)




Please share any thoughts or comments about the game! Were certain parts too hard or too easy? Was the game fun? Too much or too little tutorial information?


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 (these commands are for Debian-based systems and given that the packages are 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




Announcements / Missing avatars
« on: March 01, 2019, 04:36:29 PM »
The website was recently moved from one host to another. In the process, it seems that links to uploaded avatars have gone out of wack. I'm currently trying to figure out how to bring them back.

Alpha Testing / Re: Least kills bonus?
« on: March 01, 2019, 04:33:34 PM »
Civilian alerts should already result in stealth loss when you're at the mission location (except for the first mission where the stealth rating mechanic hasn't been introduced yet).

Least amount of kills and such is most likely something that will be included for specific missions.

Alpha Testing / Re: Camera rotation
« on: March 01, 2019, 04:29:39 PM »
The next version also shows your path to the selected tile when in tactical view/combat mode (and can also be set in the options to be shown when not in tactical view). This makes it a lot easier to see where you're clicking to move to.

Everything Else / Re: Word of approval
« on: March 01, 2019, 09:18:43 AM »

I only care about making money off my games so I can pay the bills and support myself and my family. If I suddenly won the lottery and money wasn't an issue, I'd probably just make games for free. Guess I have to start actually playing the lottery for that to have any chance of happening, though. ;D

Also, I've yet to be knighted, so "sir" just makes me feel like an old man. :P

Alpha Testing / Re: Equipment disappearance
« on: March 01, 2019, 09:10:42 AM »
Nice catch! Yeah, I'll just have the game drop anything you're carrying back into your inventory before a cutscene starts playing.

In the full version, you'll be able to access your apartment over the bar (the elevator is disabled in the demo version as there's currently nothing up there). I plan on having a place there to stash stuff you don't want to be carrying around all the time.

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