Since Linux and OSX account for such a small proportion of Steam players, it isn't really worth it to maintain builds for them and solve platform-specific bugs (Especially because I have tried to build IL2CPP for Linux in the past and haven't been able to get it to compile). I might implement it in the future if enough people show support for it
Recent community posts
I did, actually. I opted into geforce now through Steam's thing. I don't think they support it yet though, or if it ever will be. It's all a little vague
Hi, as it says on the main page I no longer support the tool in an official capacity and cannot help with issues.
Short answer: no
Long answer: If you press Ctrl + Shift + I and go to the Application tab, then expand IndexedDB, then expand /idbfs - https://v6p9d9t4.ssl.hwcdn.net/ and then click FILE_DATA you can see your world's save file, but I have no idea how to download it.
did you open the project by double clicking the .sln file? if not you wont get the publish option.
Sorry, the game relies on Steam relay servers. I can't put it on a platform other than Steam
Hi! Thanks for reaching out, but I'm not interested in porting the game to any other platforms at the moment
there was a transfer period of about 3 months from itch to steam
sorry that you missed that though
Cool concept :) Loved the graphics for the flower blocks and the heads! It's very satisfying to grow the red flower by shooting it.
To fix your always updating issue: sometimes GitHub adds an extra space to the end of your hash, which will make the Update Utility detect an update when there isn't one.
To have the Update Utility ignore the extra space, find this line in the code:
updateHash = client.DownloadString(hashURL.ToAntiCacheURL());
and replace it with
updateHash = client.DownloadString(hashURL.ToAntiCacheURL()).Trim();
If theres an error, it will show in the Windows Event Viewer. you can find it by searching Event Viewer in the windows search
Google Drive updated their download system and it doesn't seem to work anymore. Dropbox is the only way to do it now
1. You first need a .ico file to use as an Icon. You can use something like https://www.freeconvert.com/png-to-ico to convert from a .png to a .ico file
2. Once you have your .ico file, put it in the RedlabsUpdateUtility folder in the source code
3. Open the project in Visual Studio (double click the RedlabsUpdateUtility.sln file in the folder above)
4. Right click on "RedlabsUpdateUtility" in the Solution Explorer window in Visual Studio and click "Properties"
5. Select your icon in the "Resources" section
6. Publish it (as described in the QuickStart Guide PDF
I'm pretty sure Google Drive changed how download links work a few weeks ago. Try using Dropbox instead
It depends on your computer. I wouldn't go over 2GB though. The normal redlabs update utility (https://rugbugredfern.itch.io/update-utility) can support more, because it doesn't have hashing
The capsule materials are customizable by just modifying the material texture.
renderer.material.mainTexture = yourTexture;
Death effects are just prefabs instantiated when the player dies. A different prefab is used depending on the death effect. They contain things like particle systems and animators to achieve the effects.