There is a tutorial on the forum (click on the link which i posted above) which explains how to convert .obj models to .bao animation files.
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You probably selected a resolution which was higher than your display resolution. Open the localappdata directory (open your windows search bar , type "%localappdata" without the "" and hit enter), then navigate to "\Celaria_open_alpha_v5\profile" and delete the config.ini file in this directory. This will reset the settings of the game.
I don't plan to change the wallrun mechanic. Making a wallrun automatic without having to hold the space button is (in my opinion) less intuitive and takes the control away from the player. Not to mention, there might be szenarios where you would want to stop doing a wallrun in mid-air. The current system is the best approach to solving this problem.
This error can sometimes happen if the game can't compile the DirectX 9 shaders. (Some DirectX 10 and 11 installations don't seem to be fully backwards compatible with DirectX 9.) You can fix that by installing the DirectX 9.0c end user runtimes found here: https://www.microsoft.com/en-us/download/details.aspx?id=8109 (It will install the missing bits for DirectX 9).
Hi! Can't say exactly how/when the beta is going to be released. The game is actually nearly complete (some minor additions to the server need to be made and all singleplayer maps need to be finished and compiled.) I'm currently also looking into the possibility of potentially releasing the game commercially on steam (would be my first commercial game. :D ) and this requires me to sort out a lot of legal stuff.
No, there isn't an additional run/sprint button. :)
The levels are specifically built for having multiple pathways between checkpoints. Generally speaking the easier paths are more obvious (but slower) while the less obvious paths are faster but harder to pull off. Balancing those paths is (in terms of level design) a bit tricky because i didn't want to have faster paths which are easy (or easier) to pull off compared to the more obvious paths. :P
So in order to get better times you will have to experiment a bit with the level geometry in each map and look for potential pathways to reduce your time even more. :)
Platinum times are set by me. :) After finishing building a map in the map-editor you have to validate the map by running through all checkpoints as fast as possible before exporting it as a mapfile. (This makes sure that it's possible to finish the map as a player.) The time which you achieve during the validation process is also used as the platinum time. :)
1) There will be more levels :) (25 maps are planned for the singleplayer.)
2) a "next level" button will be added to the final release
3) already thought about adding it. I'll note that on my todo-list. :)
4) there are already downloadable levels for the game. (on the games forum: http://forum.celaria.com/viewforum.php?f=13 )
5) Slow-motion isn't going to be added. Mostly because i wanted the gameplay to be 100% in realtime (rewarding players with quick reflexes) and because of the upcoming multiplayer mode. (Slow-motion simply doesn't work if you play against other players in realtime.)