If you don't have it, the "Magnetic Core" upgrade is a big help for this fight. ;)
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Thanks, glad you liked it!
Yep, the gameplay code is C#, but the low-level code is C++ with SDL2 and a custom OpenGL renderer.
I did not really track development time, but I made The Lighkeeper on my spare time, and started around November of last year. Released it near the end of January. Then I updated it regularly ever since. So yeah, a few months of hard work. :)
Did you find the cave with the tombstones? (It's only a secret place lore-wise, in-game it's pretty easy to find. But this place does have a secret.)
Thanks for reporting me that bug. I reproduced it, and I will be able to fix it for the next version. (If you restart the game, you will be sent back to your last save point, so you should not be stuck forever.)
I'm not sure about a Linux build. It's possible, I guess, but it would be a lot of work, and if my previous games are any indication, the vast majority of people download the Windows build anyway. And then when I update the game, I would also need to build and test on multiple platforms... To be honest, I would rather spend my energy on new content or altogether new games. But then again, who knows. It may happen some day. :)
Yes, I plan to add customizable button mapping in a later update. Right now, you can also use the RB trigger button to shoot. I find it easier that way. I know it's not explained anywhere... I also plan on adding a better summary of the controls. :)
As you found out, some upgrades are completely optional. But if you finish the game with all items, you get a slightly different ending. ;)
I'm glad you liked the game! I do plan on fleshing it out and adding new areas in the future ;)
Thanks for the detailed report, it's very helpful! :)
For problem 1, I've seen people having trouble jumping out of the water. The character would sometimes 'stick' and you would have to press jump again to leave the surface. But I've never seen someone ending up outright stuck. I need to investigate this further...
For problem 2, couldn't you use the ladders to get up to the main hub?
Again, thank you for your feedback :)
You can still position them by variables with them having different sizes, if you use a reference point (like the middle/bottom of the sprite).
But you're right that the trimming should be optional. I added an option to turn it off in the latest revision ;)
I opened your file using the latest version, and it looks exactly like Photoshop. But I use CS4, so I'm not sure everything's there. Is that how it's supposed to look?
I just published this version, if you want to try it for yourself :)
At least we're making some progress :)
I uploaded a new version with some bug fixes revolving around masks, but if you're using features unique to CC it may not be what you're looking for.
Could you please describe what exactly does not work with your masks? And if possible, could you please send me a PSD file showcasing those problems, so I can investigate further?
Okay, I'm back, and with a new version.
I believe the last problem was due to me taking some shortcuts with the layer groups that work with files saved by CS* but not CC. It should be fixed.
I also improved the support for the layer masks.
That being said, the adjustment layers are currently not supported. I would like to support some of them (probably levels, curves, gradient map, brightness/contrast, hue/saturation & color balance) but they're very tricky and the documentation is... not great. So it will take time, at the very least.
Sorry 'bout that, re-implementing Photoshop's renderer is no easy task, and it will take some times before everything turns out perfectly ^^'
Hmm. That one is a lot more tricky. Without access to the PSD file, my guess is that it may be caused by a layer mask. I've uploaded a new revision that should be more robust dealing with those, so maybe it will be able to load your file now, but I can't guarantee the output will be 100% correct.
I have a task on the project's Trello board to fix that for good (https://trello.com/c/STRvn6Xu) but I will not be able to work on it before Tuesday, and even then, it might takes some time to get it right.