Hi! If you're talking about the room with the bat in the middle, you have to go around it. If you get too close to it, it will fly away and the door will disappear.
Nth brnd
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Hi! 10 minutes is normally enough to defeat Desmond, so I didn't want to reset the timer from that room. But after thinking about it, I agree with you, it doesn't make much sense.
I think I simply shouldn't have paused the timer.
I'll see what I can do for the next update, it's possible I'll remove the dialog and pause in this room to fix this.
Anyway, thanks for your comment!
Hi! Unfortunately there will be no way to play it on a Mac at the moment. Unreal makes it easy to package the game on a Mac, but since I don't have one, it's hard to test the game and make sure everything works fine on this OS.
When I have more time, I might be able to use a Virtual machine to port the game to the Mac, but for the moment, the game can only be played on Windows.
Hi! I didn't know GB Studio and I have to say it's really cool!
However, it's really complicated for me to be able to do a Gameboy port even with GB Studio.
I'd have to completely recreate the game on it and unfortunately I don't have the time.
GB Studio looks like a fun engine for making small Gameboy games, so maybe one day I'll try to port the game, but for the moment, I don't have too much time.
Thanks for your comment!
These options are indeed available in project settings, but the game engine doesn't support versions older than Directx11:
If your graphics card doesn't support DirectX11, unfortunately, I don't think it's possible to launch the game.
EDIT: The game currently supports DirectX12, so if your graphics card is compatible with DirectX11 versions but not with the DirectX12 version, I understand that this may trigger this error.
If you wish, I can release the game with DirectX11 support if that helps.
Hi! First of all, thanks for investing your time in this! The project was very clean and easy to explore. I tested the 2 new aiming direction of your project, unfortunately I don't know why, the delta-derived attack angle didn't work well, but it doesn't matter since I understood what you were getting at.
The third example with the easing added was certainly the most interesting!
One thing I've noticed is that the feel and the way of playing the game changes completely, and personally, I'm having trouble getting used to this aiming direction (being used to the one in my game myself).
When I saw your comment, I first wondered if it was a design error on my part, and then I did some research to see how other top-down games do it, and I realized that most games (especially top-down shooters) have a camera that follows the player, so the player can move without the aiming direction changing.
I think what can be confusing in my game is that the camera is centered on the rooms, so the player has to manage the movement of the player and the mouse cursor.
Despite this, I don't think the current aiming direction is a design error. I really like the gameplay of my game and I'm sure some people will find it a pain in the ass.
Far be it from me to minimize your opinion or to say that there's a right way to play or a wrong way, but I think we all have different ways of playing and maybe my game doesn't allow for many of them or doesn't suit everyone, which may be a pity, but by changing the aiming direction for another, I don't think I'm correcting a bug but rather changing the way of playing the game.
Since I'm attached to the game's current gameplay, I don't think I'll be changing the aiming direction for another. I hope you'll understand what I mean!
Nevertheless, I'd be curious to know if any Top-down games have inspired the different aiming directions you've sent me!
Anyway, thanks again! It was really nice of you to invest your time in this!
Hi, I don't think I'll be releasing the game on another operating system at the moment. Unreal Engine makes it possible to package the game easily on several operating systems, but either that requires modifications to the game (porting it to Android, for example) or it requires hardware that I don't have (Mac, Linux etc.).
I could try to test all this with a Virtual machine, but for the moment I don't have much time for that.
Maybe later, but I'm not sure.
Hi! Yes, I used vertex snapping for the sprites in my game! It's not always successful, especially in the larger spaces when the camera moves to follow the player, but overall I think it's ok!
I've also made sure that the sprite sizes are consistent even for particles! As you say, I think it's these little details that are crucial to good rendering!
As for the problem you describe with the aiming direction, you're not the first to talk to me about this, and personally, I always have a bit of trouble understanding what's wrong with it.
It's not easy for me to imagine the solution you describe in play.
Can you think of any games that would have the virtual pointer you're describing? It would really help me understand what could be improved in my game!
Thanks for your comment!
Hi! Thanks for your comment! I'm glad you liked my game!
It would be possible to integrate several languages into the game, but unfortunately I don't have much time to devote to this task at the moment, maybe I can take care of it later.
But I'm curious to know what language you'd like the game to be translated into!
Hi! Thanks for playing my game!
I can understand that the font is difficult to read, I didn't think about it when I created the game.
I'm not sure I understand your second problem, the hero strikes towards the cursor and normally, the turn (around the player) should rotate towards the cursor as well.
If your game looks like the gifs I posted on the itchio page, then it's not a bug.
I hope I've answered your question correctly.