Please add some sort of management for custom characters on Android.
CasiThePup
Recent community posts
I've recently run into the problem on the game Party Project, and I think I might know what the problem may be. It seems like SDL is failing to initialize, and that's what's causing the problems with the controls.
SDL seems to standardize to DInput (PlayStation/Nintendo) controllers, rather than XInput (Xbox) controllers. The DPad is a POV axis (I think) on XInput controllers, while it's regular buttons on a DInput controller (12, 13, 14, 15). And the Start button, which SDL has as button 9 in its API, seems to be L3/Left Stick Click on an XInput controller, which explains the odd mapping.
I'm using SteamOS on a Steam Deck. Both the Steam Deck's internal controller, and an external bluetooth controller are affected. (I don't have the game on Steam, I got it here from a bundle.)
I've run it from the desktop and in Steam using the Steam Linux Runtime, and both result in the same problem with the controls.
Something strange I noticed is that the improperly mapped inputs seem to align with what happens when I run a game designed for DInput controllers while using an XInput controller, with the exception that the face buttons (ABXY) all work correctly.
I don't have a PlayStation controller, but I think that if I tried to use one, it would work correctly.
I posted these a month ago but received no response.
It's not possible to use Custom Characters on Android due to the files being expected in a place that can't be accessed via File Managers (presumably the internal app data folder), it either needs to be set to an accessible directory, or allow the user to select one.
On recent versions of Android (13+ I assume), apps cannot view files not created by them without being given filesystem access, which prevents the user from being able to import saves under normal circumstances. It can be worked around by exporting the save on Android, and copy/pasting the contents of the save you wish to import into the Android save, but this isn't something that everyone's going to be aware of.
I just checked and it only lightened up if I set the purchase price to $9.99. I then did another check for info from itch (I have a hard time figuring out words) and it seems to be a commonly requested feature that hasn't yet been implemented. They suggest paying full price and asking for a refund :s
I'll just wait until next month when I can fully afford it.
https://itch.io/t/2473116/pay-the-difference-or-pay-again
https://itch.io/t/1489111/question-regarding-pay-what-you-want-price-and-upgradi...
I have to disagree, it's a lot less polished than it really should be (chalk that up to the week long devtime).
The is significantly less useful than in the 2D games, the inability to use it as a double jump makes platforming obtuse, and the tape stage with all the falling platforms was responsible for about 100 of my deaths, due to needing to turn the camera and move the player at the game time.
Generally, you don't get sex scenes when you win in games that focus on defeat scenes. So unless the game unlocks the gallery on completion, there's not really a reward for making it through.
Edit: What I mean is, if beating the game and unlocking the Gallery doesn't unlock ALL scenes, then you're being forced to lose to the enemies to see the scenes. Which isn't only inconvenient, it's penalizing the player for being good at the game.