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Messages - Christian Knudsen

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Bugs / Re: Computer messages bug
« on: July 11, 2018, 08:00:24 PM »
Thanks for confirming this!

I'll have to borrow my wife's laptop to try to replicate this. Mine only has 1366x768 resolution!

Alpha Testing / Re: Test run. Finally.
« on: July 07, 2018, 01:16:26 PM »
[...]dragged weapon should be equipped and the currently equipped weapon put in inventory).

Definitely replace. Making two actions instead of one can quickly become annoying.

Yeah, that's what I meant. What I was describing is how the code will handle it -- not the player. :)

Bugs / Re: Computer messages bug
« on: July 07, 2018, 01:15:14 PM »
Thanks for reporting this! And sorry about the late reply -- I've been away on vacation (and sick the whole time).

Can you use the scroll bar on the right side of the computer screen to scroll down -- as if there are messages but they're just invisible?

I suspect this is an issue with the code that cuts off the top and bottom of the text in the message area. Probably in relation to screen scaling/zooming...

Alpha Testing / Re: Environmental lures
« on: June 30, 2018, 09:04:04 AM »
Yeah, stuff like those hand dryers (and photocopier machines) is perhaps a bit counter-intuitive. Instead of attracting guards, they generate background noise that drowns out the noise you make (so you can, for example, walk quickly up behind a guard to sneak attack him instead of having to sneak slowly). This is something that will be more clear in the next version.

There will definitely be more of these kinds of things in the game. Car alarms is actually one of the first things I added to the game, but it just hasn't been used in a level yet.

Alpha Testing / Re: Test run. Finally.
« on: June 28, 2018, 01:19:04 PM »
Please don't mess with save/load system too much. Making limitation to 10 slots is acceptable (I'm used to it: Fallout 1&2, XCOM, Ascii Sector). But making "save game zones" is IMHO very big mistake. Not all players have a lot of free time (or actually minority have a lot of free time). If I must stop playing because of anything IRL and thus lost progress because last save game was made e.g. one hour ago (sneaking around can be slow) then it could be very frustrating. It can daunt/discourage users to play this game. Or to buy this game. Reviews can be rather negative than positive.

Please don't force gameplay style. Players will find their own path to it.

You call it "cheating"? Well... How about rising money (here: XP) level using Cheat Engine? It's pretty easy actually. I tested it moment ago ;)

It's not that I was worried about players "cheating" (if I was, I wouldn't have allowed saving at any time in the first place). It was more that this tester felt that constantly saving and loading took something away from the game. But I guess that's the player's own responsibility. I think I'll just not touch it for now.

PC has pistol and kitchen knife after first mission in A&B club. When I bought new (silenced) firearms I tried to equip them just by dragging from inventory to weapon slots... but without success - dragged weapon was dropped on a ground/floor. I repeated it with save game prior "money hack" and it behave the same - when user is dragging weapon from inventory to already occupied weapon slot then such item is dropped instead of replacing equipped e.g. gun.

Yeah, this is on my list of bugs to fix. The weapon should just be returned to your inventory and not dropped on the ground (or maybe the dragged weapon should be equipped and the currently equipped weapon put in inventory).

Curious to see if there are any bugs or issues with the silenced pistol and sniper rifle, since I haven't really tested them much myself. :)

Bugs / Re: Animation Crash
« on: June 28, 2018, 08:43:07 AM »
Thanks for reporting this!

It seems like somewhere in the code, a character's pathfinding gets out of wack, since the part where it crashed is checking some pathfinding variables.

Alpha Testing / Re: Test run. Finally.
« on: June 27, 2018, 06:31:06 PM »
Pity but OK. How about some special skills/perks earned during some activities?
- unlock throwing knifes (not only to kill but to activate e.g. fire extinguisher),
- unlock silent kill with knife (because stabbing can cause human scream),
- unlock silent walking (especially in rain),
- etc.

"Skills" will more be in the form of the equipment and weapons you buy. So if you want, you can just consider your money as XP and the equipment and weapons as skill. ;) For example, you could buy a taser for non-lethal takedowns, if that gets added to the game as a weapon.

Well, then it's a bug because killing with hands leaves blood puddle.

Yup, that's a bug.

Nope. Secretary was using copier machine. PC was in guard's rear sphere of view (behind 180 degree of front view)... or using nautical terms: for guard NPC my PC was at target angle c.a. 100-100 degree. Or 4 o'clock.

I am unable to replicate this. Can you make a recording of this or maybe a serious of screenshots demonstrating it?

NPC shouldn't react with "yellow alert" when PC is exactly behind them (target angle 180 degree; 6 o'clock). On parking my PC was hiding behind a crate and guard didn't saw him. When he turned 180 degree and my PC just stud up then guard was alerted. IMHO he shouldn't be alerted... unless he has some kind of eyes/sensors on back of his head.

The yellow field of view doesn't indicate that the NPC is alerted to you. It indicates that the NPC would see you if he/she turns around.

Looking like office worker (e.g. cleaner) or businessman (with "appointment") could make slower rise of NPCs alert level. It means option for changing clothes depending on "mission intel".

Yeah, disguises is something I'd really like to add to the game, but doing so is rather labor-intensive graphics-wise, as I have to make sprites for the PC for all the various disguises he'd be able to wear (the PC's current look requires 1,624 sprites, so I'd have to make 1,624 extra for each disguise -- I have been able to streamline this process, though, so I might still add disguises).

Save and load. A lot of times... ;D

Aha! Yeah, another tester noted that he also saved and loaded a bunch and suggested that I limit manual saves. I'm considering limiting you to manually save when you're not in a restricted area or when you're in an elevator.

Alpha Testing / Re: Scrolling with the mouse issue
« on: June 27, 2018, 08:16:05 AM »
Yeah, I've seen this occur in a YouTube video of the game, and GLI here on the forums just reported it as well. I think I know what the issue is. Thanks for reporting it! :D

Alpha Testing / Re: Test run. Finally.
« on: June 27, 2018, 08:14:56 AM »
Thanks for your very detailed feedback, GLI!

I won't respond to every point you made -- some I agree with, some I don't. Primarily those leaning towards making the game more of an RPG. It's not.

It shouldn't leave behind blood if you only kill an NPC with your hands. But using the knife will leave blood. (Unless there's a bug and blood is always left.)

I don't want the player being able to take more than one gun, for example, since you can't sell them anyway and they will just clutter your inventory. I made a deliberate choice to not allow the player to sell gear, or the game would become about killing as many NPCs with guns as possible to earn money that way.

NPCs can't see through walls. Line of sight "raytracing" is done when checking whether they can see something. But sometimes the isometric perspective makes it seem like an NPC can't see something. Also, some of the disco party people will react with panic to another NPC reacting to seeing the dead body and shouting about it. The guard that "saw" you going through the drawer while he was behind the wall; are you sure he didn't react to the receptionist seeing you and shouting about it?

With regards to NPCs' perception in general, in the new alpha version I'm working on, NPCs will have an alert level meter that fills up when they see you. So they won't react immediately. I think that will maybe make things make more sense.

CCTV will be introduced in a later level. I want to introduce new mechanics gradually. The idea with CCTV I currently have is that you will slowly "leak" stealth while in view of a CCTV. So the longer the CCTV "records" you, the more stealth you lose. But you will be able to sneak into a security room and delete the recording to regain your lost stealth.

I saw a YouTube video some guy made playing the demo, and he had the same "split screen" issue. From your description, it sounds like the offscreen frame buffer used for screen scaling isn't resized properly when you go fullscreen. I'll have to check up on that.

Sadly, there is no longer built-in support for taking a screenshot. The library I was previously using for taking screenshots would crash when trying to take a screenshot of a resolution higher than like 1280x720 (or something similarly small). So I had to take it out and haven't been able to find a replacement. :(

More weapons and gadgets will definitely be added. Notice how there's a second, closed crate in the room with the arms dealer! ;)

100% Stealth and 7/7 Intel on first playthrough is crazy good! The game is too easy for you! Haha!

Again, thank you for this excellent feedback. I don't have any particular mechanics for you to test -- mostly just looking for general feedback like what you have provided. Also, the new version will change some things, so if you have more time for playtesting, you should save it for that.


Alpha Testing / Re: 1st impression
« on: June 26, 2018, 07:43:28 AM »
Thanks! :)

Alpha Testing / Re: 1st impression
« on: June 25, 2018, 08:05:08 AM »
If you weren't playing the debug version, then that's why there wasn't debug information in the crash report/error window. If you can, please use the debug version (hiddenassetdebug.exe).

Alpha Testing / Re: 1st impression
« on: June 24, 2018, 12:09:20 PM »
Thanks for your feedback, Gabu! It's always nice to hear what works and what works not quite as well. ;D

Were you playing the debug version (hiddenassetdebug.exe)? The crash report doesn't contain the usual information about where in the code it crashed, so that could either be because it wasn't generated with the debug version of the game or because it was an OpenGL/graphics crash.

Alpha Testing / This sub-forum now open to everyone!
« on: June 13, 2018, 03:50:44 PM »
I just realized that this sub-forum has been locked for everyone that isn't in the Alpha Testing group, which is kinda dumb now that I've opened up testing for everyone! D'oh! So I've just changed the permissions for this sub-forum, allowing everyone to post here.

General / Re: !!!The Source Code!!!
« on: June 07, 2018, 11:49:13 AM »
Nope. Graphical means graphical. ;)

Hidden Asset began development as the graphical version of Ascii Sector -- specifically all the ground-based stuff in Ascii Sector. So when you walk around on a base or a ship, the style will be somewhat similar to Hidden Asset.

News / Open Hidden Asset alpha testing
« on: June 06, 2018, 10:52:18 AM »
I haven’t really been getting much feedback on the game (except from a couple of diligent testers — thank you!), even though I see the current testers downloading it. So I have no idea if the game is just too buggy/hard/incomprehensible and that’s why people aren’t sharing feedback after giving it a go, even though that would certainly be useful feedback!

So I’ve decided to open up testing for anybody that wants to give it a go — no registration or signup or anything required. Below are the download links and some instructions for testing as well as some recent screenshots.

Any help is appreciated!

-- 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.)

-- Feedback --

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. You can either email it to or write a post on the forums (as a guest, if you don’t feel like signing up) with a link to where I can download it. The stats.txt file contains information about time used in the game, when certain parts were reached, who you killed, how often and where you were killed, etc. No personal information or system information is gathered!

Also, 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 (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

(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.)

-- Screenshots --

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