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Messages - Christian Knudsen

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31
Alpha Testing / Re: How to use Miniature Hydraulics
« on: October 03, 2018, 09:41:10 AM »
Yes, you drag it onto an unlocked door to attach it to the door. Then click on the device to open/close the door remotely.

I'll probably add a tooltip for when you're dragging a device to tell you how to use it.

32
Bugs / Re: Can talk to civilians through walls in the dentistry
« on: September 27, 2018, 10:01:55 AM »
When you click to talk to a civilian character, they will always react with this type of dialogue, brushing you off -- regardless of where you and they are located. It's only when there is special dialogue that you will walk up to talk to them.

33
Bugs / Re: Civilian is hiding right in front of the door
« on: September 23, 2018, 07:39:34 PM »
I'll have to make sure NPCs don't hide next to a door. I think I already check for this, but something's clearly not right.

34
Alpha Testing / Re: when in combat hard to see which body part to block
« on: September 20, 2018, 01:06:47 PM »
For the next version, I am going to try to fix various visibility issues like these by (a) increasing the size of the "x-ray" circle and (b) making objects within the "x-ray" circle semi-transparent (so in your screenshot, the attacking NPC would be fully within the "x-ray" circle -- and the door would probably also be partially see-through).

35
It's on my to-do list. :)

36
Alpha Testing / Re: How long is the current Alpha game ?
« on: September 11, 2018, 12:40:28 AM »
There's only the two missions in the demo. I'd say it takes 1-2 hours to complete.

I'm currently making some changes/polishing to the character controls, which should hopefully make it feel less clunky.

37
Bugs / Re: Mouse Edge Scroll Leaves The Map
« on: September 09, 2018, 11:55:05 AM »
Yeah, I might just add a "Press [binded shortcut key] to center on player" message when you get too far off map.

38
Bugs / Re: Mouse Edge Scroll Leaves The Map
« on: September 05, 2018, 09:57:25 AM »
I've fiddled around with this before. The issue with creating boundaries is that the map is diamond-shaped and not square, so the boundaries would be oddly slanted. This could be annoying if you're for example at the left edge and want to scroll to an area further down and to the left. You wouldn't be able to scroll left and down, because you're already at the left edge, so you'd have to scroll down and then left.

The solution would then be to make a square boundary that encapsulates the whole map, but then you'd still end up with areas in the corners where you go competely off the map into blackness.

39
Alpha Testing / Re: Feedback from v0.6.2.1
« on: August 16, 2018, 08:02:32 AM »
Happy to hear everything plays better now! And thanks for the stats file!

When you leave Hensley International after having completed the mission, on the overworld map, the objective is now a "thank you for playing and please support me on Kickstarter" message, but you actually have to press the 'show objective' button (the '?') to see it. I'll probably have it pop up automatically upon entering the overworld map so you don't miss it.

40
News / Hidden Asset v0.6.2.2 released!
« on: August 14, 2018, 06:32:29 PM »

Version 0.6.2.2 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.


Changelog:


– Fixed: Bug that would sometimes stop the player while automatically following an NPC.

– Fixed: Fast forward sometimes affecting cutscene playback speed.

– Fixed: Damage text on damage dealt by a thrown object including the word ‘CRITICAL!’.

– Added: Game now pauses when minimized.

– Changed: Doors unlocked with a keycard or keycode only need to be unlocked when entering.

– Changed: NPC rushing to help another NPC fight the player will react to seeing a corpse.

– Changed: Tech Eden owner will not walk out of the back room if the player is behind the counter.

– Changed: NPC that heard you will stand still and listen for a shorter time.

– Changed: Guard at Hensley International reacts to dishwasher turning on even if currently reacting to hearing the player.

 


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)


Europe:

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 contact@laserbrainstudios.com 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


 


Screenshots


 









41
Alpha Testing / Re: Having to enter the passcode twice
« on: August 13, 2018, 06:42:57 PM »
Alright, I managed to get it working. So in the next version (released tomorrow or Wednesday) you only have to unlock keycard/keycode doors when entering.

42
Alpha Testing / Re: Having to enter the passcode twice
« on: August 12, 2018, 12:22:24 PM »
Yeah, it doesn't make much sense from a realism point of view. I'll look into how easily I can implement it so that when you're on the "inside" side of the door, you don't have to unlock it. But that's harder than it sounds, since in order to show the proper icon and color for the door when hovering over it with the mouse cursor, I probably have to path find from the player to the door to see which side the player would walk up to (i.e. whether the player is "inside" the door or not). And I also need to set up some basic rule for what exactly the "inside" side of the door is, though I'll probably just set it so that the area that the door opens/swings out into is the "outside".

43
Alpha Testing / Re: Having to enter the passcode twice
« on: August 11, 2018, 01:31:24 PM »
When the door is unlocked, you can open it manually (i.e. right-click) and it will stay open and unlocked.

44
Alpha Testing / Re: bug with interactive objects
« on: August 08, 2018, 12:07:23 PM »
Have you tried the latest version (or downloaded the .manifest files) that fixes some issues related to DPI scaling? I'd like to know if this issue has been fixed or remains, as I'm not able to replicate it.

45
Alpha Testing / Re: load from checkpoint
« on: August 08, 2018, 12:05:05 PM »
It's something I've considered, but I don't want the checkpointing to be used as an autosave that you can load from at any time. I prefer to have the manual saving and the checkpointing be more differentiated.

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