A fix for this is now live here on itch.io, thanks for reporting!
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Hey, it's been disabled in the next version which is live on the indev branch on Steam, but there are some bugs I need to fix before updating it here. Sorry it's taken so long but I just haven't had a ton of time to work on the game this year.
You're correct to think it is difficult to throw together something like this in 48 hours, and get everything important finished. Any lack of content or polish is thanks to the time constraint.
Thanks for the enthusiasm!
Did you buy it outright or through the BLM bundle?
The BLM Bundle did not give out Steam keys (probably to dissuade key resellers) but if not, this guide should help, even if it's a bit old I'm pretty sure it's accurate:
Sorry for getting to you so late. I think your original post was before I turned on notifications which is why I missed it.
I think the build may have been missing files at the time, specifically missing a dll or two. I recently updated the game so everything should be there.
However after a quick google search I also found this, which is worth a try if you are having issues with the latest build:
You get this error when 64 bit application is trying to run 32 bit .dll;
To resolve replace mfc100.dll, mfc100u.dll, msvcr100.dll, msvcp100.dll files at your C:\Windows\System32 folder with 64 bit versions.
They can be found here - http://www.bitdefender.com/files/KnowledgeBase/file/dlls_x64.zip
Hello! I forget exactly which version it was, but I remember some auto-assignment logic was added to make getting into co-op easier. I can selectively disable that, either in some kind of smart way that detects what you are trying to do or just by adding a toggle in the options that prevent it from happening.
Thanks for getting in touch!
1. The artist wished for it to be removed from the game for his own reasons, so I did so.
2. The buff shouldn't really be in effect for enemy missiles, but I'll take a look anyways. I thankfully already have a to-do item to add some kind of cue when a missile gets within dodge range, I'll make sure it doesn't get forgotten.
Hello, thanks for all the feedback!
"A video checkbox for "Full-screen" would be nice so I don't have to keep pressing Alt+Enter every time I start the game.
A mouse-lock option so that you can't accidentally click into another monitor outside of the game window would be good."
Both of these options exist, the first is in the Video menu and the second in the Controls menu.
The increasing cost of mid-mission landing is to disincentivize hyper-optimal playstyles where you might change loadouts constantly but bog down the pace of the game. I wanted to just remove the mid-mission landing entirely but at the time (in beta I think) it seemed to be a popular feature.
I've taken everything else into consideration and made some to-do items. Some suggestions have already been made by other players. Thanks again for the feedback!
Thanks for pointing this out and giving a detailed description. I've made a note of changing the save location.
I don't keep my eye on the linux version, so is this something that is reasonable for all modern distributions?
Thanks for sharing your feedback about the camera controls. I will review them again, which I haven't done in years. During air combat I suggest making frequent use of the track target function.
Hello, just to be clear, you are talking about the way the carrier rotates on the menu with the Launch, Loadout, Aerolab, etc buttons? Is that also including the rotation in the Aeropedia? Are there any other locations? It sounds like you might have trouble with the gameplay itself since there's quite a bit of camera rotation, if that's the case, if you have ideas please feel free to email email@example.com, but I can't promise any changes.
However, I could quickly make an invisible option (doesn't show up in the menu, requires you to edit GameOptions.sav) for the next patch if it's a matter of simply stopping a few existing auto-rotations in that particular menu.
I'm not sure why you were banned or what you posted before the ":(". I apologize for not noticing your request earlier and not at least reaching out; it is difficult to keep visiblity everywhere (which is why this post is so late).
If you choose the "Language" option in the "Options" menu you should be able to press left and right to choose your language.
If you aren't able to do this, you can edit "GameOptions.sav" and set "language" to the ISO code of your language. (ex: change "language":"en" to "language":"ja")
In either case you may need to exit the "Options" menu or restart the game after making the change.
(responded already to your email, just posting here in case it would help anyone else)
You can rebind controls in the "Options" -> "Rebind Controls" menu.
The game should recognize that you want to use the mouse if you simply click anywhere in the window. I tend to right-click because a left click will fire your current weapon.
If you have a gamepad plugged in that you don't want to use, or some kind of USB device which could be construed as a gamepad, I suggest you either unplug it or make sure it's in some kind of state where it's not going to provide any input. If any input occurs, the game assumes you want to use the gamepad.
The Steam Workshop is the best place to find mods:
Thankfully, you can download and play these mods without needing to own a Steam copy of the game. You can download individual mods with this webapp, then copy them into "Sky Rogue/Mod/" (you may need to create the directory)
When extracting the .zip, be sure to create a new folder, so for example a correctly installed Skin will live in the "Sky Rogue/Mod/this_can_be_anything_12345/Skins/" folder
Is this still occurring for you? If you destroy the drones too quickly it should just ask you to press the target and/or track target buttons, and the tutorial will continue if you just press the buttons (even though they have no effect anymore).
There is a "Lock Mouse" setting in the options which is intended to toggle whether the cursor gets locked inside a non-fullscreen window. I'm not sure if that will do anything to help. I have seen screenshots of people playing the game on multiple monitors but I doubt they were different resolutions. You may want to google for multi-monitor mixed resolution in other games using the Unity engine.
In the meantime, I found what I think is a way of easily adding more explicit support which isn't already in the game (https://docs.unity3d.com/2017.4/Documentation/Manual/MultiDisplay.html). If you are up for it, you can test out the change since I don't have a multi monitor setup at the moment.