Thanks!
For now, the best place to get any updates, when I'm able to share them, will probably the the discord for the Solarus game engine (linked from solarus-games.org)
We'll try to let folks know here too when we can share more : )
Thanks for letting me know! Since the demo, I've moved the game to the in-development next version of the engine, which totally replaces the controls API. I'd like to get a new version of this little demo out with those fixes, there's just some complications with the engine's releases and the build pipeline I use, it's a little boring to get into details haha.
Anyway, one thing you can try is to go into Pause - Settings - Control Options, and disable the right stick aiming. Then go to Settings - Gameplay Options, and set the "aim style" to Pivot.
This means while aiming, you should get locked in place, and the left stick will spin you around to aim. That MAY fix the issue. If not, unfortunately, you'll probably have to wait until I can release the next version.
Thanks for letting me know! Since the demo, I've moved the game to the in-development next version of the engine, which totally replaces the controls API. I'd like to get a new version of this little demo out with those fixes, there's just some complications with the engine's releases and the build pipeline I use, it's a little boring to get into details haha.
Anyway, one thing you can try is to go into Pause - Settings - Control Options, and disable the right stick aiming. Then go to Settings - Gameplay Options, and set the "aim style" to Pivot.
This means while aiming, you should get locked in place, and the left stick will spin you around to aim. That MAY fix the issue. If not, unfortunately, you'll probably have to wait until I can release the next version.
Thanks for the feedback!
Yes, we're definitely going to have these fixes implemented - a build that should address the controller issues is running, but it's got a few other new bugs that we need to figure out before we can update the demo, in addition to needing to rewrite a new button mapping menu (but the new one will be able to use icons instead of the nonsense we had to use in this one! 🙃)
Thanks for playing!
thanks!
You may then be interested to know that there is a "how much damage do I take" setting in the options menu. We actually dialed it back to default at 50%, so basically the demo is starting at a kind of "easy mode". Our first testers at a recent convention were all giving up after a couple minutes 😅
This will be part of the "start a new game" choices/settings in the final game, but for now you should push those sliders up to normal (100%), or maybe even slide them higher (to take double or triple damage) and see how the game feels! : )
Hey, I just wanted to keep you in the loop!
We're going to do a major to our engine soon to use a new controller API. That will take a while though, so in the mean time I've added a couple options which you can find from the pause menu.
- Control Settings: Disable Right Stick - this will totally disable the secondary analog stick from aiming. Some controllers are sending inputs the engine doesn't handle well.
- Gameplay Settings: Aim Style (Strafe / Pivot) - this toggles between two styles of aiming. Strafe aiming locks the player in a direction while aiming, but lets them walk without turning. The right stick (if active) should allow turning with this mode, like a twin-stick shooter. Pivot aiming locks the player in place while aiming, but the left stick allows them to turn. This is actually the style we used while designing the game, and it allows for gameplay with only a single stick/dpad.
We'll definitely resolve the Xbox One controller issues at a later point, but these changes might help you and/or others play until we can spend the time to get those major updates in.
Cool - just because it's a bit sketchy to download a link from a stranger on the internet, could you open a pull request in the code repository? That's just a safer and more normal way to collaborate on code:
https://gitlab.com/maxmraz/yarntown
If you even just wanted to open a request with the language folder, I can make sure it's all connected and works, then do a new build at some point.
Hi! If you copy the form of the other languages (in terms of files/folders), you'll also need to add Turkish as a language in the project_db.dat. That can be done manually, or through the solarus editor, right clicking the folder and choosing "add as language".
I think that once it's added as a language resource, it should automatically show up as selectable. But I'm not 100% sure if the font can handle all characters.
I don't plan on going back into this to add that feature. You could edit the save file to rebind them though. I think the save is at {user}/.Solarus/yarntown_saves I think?
My other itch game, Hallow's Eve, has rebindable controls, but it's a lot of work to port that system into Yarntown for an old free side project : /
Thanks, I'm glad you enjoyed it!
To answer your question, for one thing, I can guarantee it wouldn't be the near future, because recreating an entire AAA game, even at a smaller scale, is still a massive amount of work that would take years. Secondly though, I don't personally see the point of just recreating an entire game- the fun part is translating it into a new format. The whole game is just too much, and the magic wears off. And also- Fromsoft made this game, it's one thing to do a small tribute, but I don't want to make a giant thing as a fan game. That's like years of working most weekends and evenings, for a free fangame.
I might make Yarntown into a full game as its own IP though, taking the core things that I think are important to Bloodborne, and bringing in some new ideas, and exploring a new world : )
I got that bug once or twice too, but never figured out what caused it. Basically, the lighting system tries to shift from one color of light to another, but can never land on the new color, cycling through a bunch of RGB values to try and hit it.
Next game / if Yarntown becomes its own IP, will have a different lighting system, that one hogged too much CPU anyway
That's actually a difference between Bloodborne and Dark Souls, BB doesn't have fog doors going in, so you can be surprised when coming up against a boss. Other than the fact the level design is so excellent that you can usually tell based on pacing and visual hierarchy that you're headed into a boss area, hahaha