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1
Alpha Testing / Re: Test run. Finally.
« Last post by GLI on Yesterday at 10:31:30 PM »
[...] 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.

How about some kind of animated icons when pointing with mouse cursor?

"Zzzz" for sleep (if assassination of sleeping NPC will be available):



Stars floating around head when unconscious/knocked out:



Death scull when dead:



Smaller, of course... ;)
2
Alpha Testing / Re: 2nd Level 4th Floor Guard moving fast
« Last post by Gabu on Yesterday at 02:56:45 AM »
Thank you for clarification. I really appreciate it  :).
3
Alpha Testing / Re: 2nd Level 4th Floor Guard moving fast
« Last post by Christian Knudsen 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.)
4
Alpha Testing / 2nd Level 4th Floor Guard moving fast
« Last post by Gabu on July 18, 2018, 03:06:53 AM »
I don't know if anyone else post this issue but in the 4th floor on the 2nd level  there's a guard who walks  fast and doesn't really stop for a few sec. I attempted multiple times to reach the fire extinguishers but i was unable to make it without him detecting me. Is the purpose for me to shoot him ?
5
Alpha Testing / Re: Test run. Finally.
« Last post by Christian Knudsen 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.
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Alpha Testing / Re: Re: Open Hidden Asset alpha testing
« Last post by Christian Knudsen 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...
8
Alpha Testing / Re: Re: Open Hidden Asset alpha testing
« Last post by Christian Knudsen on July 15, 2018, 05:08:00 PM »
Thanks for the crash report!

Guests can't post links -- it's too keep out spam.
9
General / Re: So glad to see a new version
« Last post by RobertWood on July 15, 2018, 08:59:37 AM »
Christian Has stated that he is currently focusing on Hidden assets. Therefor, there are no here is a better phenq review planned updates, but he may still return to it one day.
Better late than never. I love this game so much I can wait forever for the updates. But I wish sooner rather than later...
10
Alpha Testing / Pathfinding crash (was: Open Hidden Asset alpha testing)
« Last post by Wasol on July 15, 2018, 02:44:21 AM »

Hi this is a report
Hope I did the embed thing correctly

Apparently I cannot post a link
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