Laserbrain Studios

Games Forum Blog Contact

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Christian Knudsen

Pages: 1 2 [3] 4 5 ... 186
31
News / Hidden Asset v0.6.2 now available for testing!
« on: July 26, 2018, 10:34:31 AM »

Version 0.6.2 of the Hidden Asset alpha demo is now available for download and testing. Use the download links below.


Please note that savegames from previous versions won’t work in this new version!


This version includes some significant changes to the core gameplay. In the below video, I go over some of these changes:



 


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


 









32
Alpha Testing / Re: Scrolling with the mouse issue
« on: July 22, 2018, 01:16:18 PM »
Fixed!

Zooming works by drawing the game world to an offscreen buffer (like a screen that isn't actually shown). I can then draw that offscreen buffer to the screen and scale it up or down depending on if the game world is zoomed in or out. When zoomed out, the offscreen buffer has to be bigger than the actual game resolution, since the offscreen buffer is scaled down when drawn to the screen to give the illusion of being zoomed out. I have to calculate how big the resolution of the offscreen buffer has to be to support the max zoomed out level. To calculate this, I just multiply the game resolution with the max zoomed out level. So, for example, if the game resolution is 1920x1080 and the max zoom out is 150% (i.e. showing 1,5 times as much of the game world), the offscreen buffer has to be at least 2880x1620.

BUT... when calculating the size of the offscreen buffer, I wasn't using the base game resolution -- I was using the resolution with the zoom level already applied. And when you fire up the game on a machine with a resolution width > 1280, the game automatically zooms in a bit so everything doesn't seem tiny and unreadable. But this meant that when calculating the size of the offscreen buffer, I wasn't basing it on the actual game resolution, but the zoomed-in, smaller resolution. This meant that the offscreen buffer was too small, which is why there would be these odd borders of repeating graphics, as the offscreen buffer wouldn't cover the full screen.

33
Fixed!

34
Alpha Testing / Re: Scrolling with the mouse issue
« on: July 21, 2018, 08:54:24 PM »
I've been able to replicate this. Now to figure out a fix...

35
Bugs / Re: Computer messages bug
« on: July 21, 2018, 08:53:56 PM »
I've managed to figure out what's causing this. It's when there's smoke in the room with the computer! It's most likely an issue with the drawing of the smoke sprite interfering with the drawing of the text for some reason. Now to figure out why...

EDIT: Fixed!

36
Alpha Testing / Re: Test run. Finally.
« on: July 21, 2018, 08:49:31 PM »
I was thinking I'd just use "Zzz" for passed out characters. That seems to be the standard.

37
Bugs / Re: Leaving the 2nd level after completing the mission
« on: July 21, 2018, 08:48:27 PM »
Thanks for the crash report. This is fixed in the next version. :)

38
Alpha Testing / Re: 2nd Level 4th Floor Guard moving fast
« on: July 18, 2018, 10:44:31 AM »
The idea is to use the copier machine that will generate noise so you can walk up behind him normally (instead of sneaking). But in the current version of the game, when you click to automatically follow/walk up to a character, your walking speed will be matched to the character you're walking up to, so it's hard to pull off. In the new version, you will walk at your normal speed, so it's easier to reach the guard in time to kill him. The new version also tells you when an object generates background noise, so it's a bit easier to figure out what to do.

(You might be able to walk up to the fire extinguisher in time in the current version, though. But the idea for both approaches is to activate the copier machine and walk instead of sneak.)

39
Alpha Testing / Re: Test run. Finally.
« on: July 17, 2018, 11:52:47 AM »
Looks like the blood pools after being punched to death wasn't a bug after all. I forgot that I at one point decided that dead characters should always form a blood pool, so that when knocked out characters get added, them not leaving a blood pool will be one way to quickly see if a character is dead or just passed out.

41
Alpha Testing / Re: Re: Open Hidden Asset alpha testing
« on: July 15, 2018, 08:18:55 PM »
I've been able to replicate this crash, now. It happens under special circumstances when the player character is trying to walk to a tile, but that tile gets blocked by a moving car. Now to figure out a fix! ;D

EDIT: I've also split this topic and moved it to Alpha Testing section...

42
Alpha Testing / Re: Re: Open Hidden Asset alpha testing
« on: July 15, 2018, 05:08:00 PM »
Thanks for the crash report!

Guests can't post links -- it's too keep out spam.

43
Alpha Testing / Re: Test run. Finally.
« on: July 12, 2018, 09:52:01 AM »
During combat with ranged weapon PC can use "aim" function (by clicking and holding RMB). When PC is hit by hostile NPC then "aim counter" will fall to default. It will happen even if NPC will miss, not hit PC (sic!). IMHO it's a bug... or bad combat balance.

Yeah, there's a really dumb bug in the current version where an NPC shooting his weapon will reset the player's aiming "counter". Originally, the player and NPCs used different code for resolving firing a weapon and hitting body parts, but I made them use the same code at some point and forgot to check if it was the player shooting before resetting the player's aiming. Like I said, really dumb...

Shattering windows and leaving holes in walls and such when shooting is something I'd like to add but have had to leave out for now.

44
Bugs / Re: Level 2 2nd Floor guard detection
« on: July 11, 2018, 08:02:37 PM »
I'm not really seeing a bug in that video. The guard is, what, 10-15 meters away from you... why shouldn't he be able to see you?

However... in the next version, guards will have an alert meter that gradually fills up when they see you. And this meter will fill up slower the further away you are. So distance will have more of an impact in the next version.

45
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!

Pages: 1 2 [3] 4 5 ... 186