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On Windows 10 Ps4 controllers work automatically. On Windows 7 you might need to install a external program such as DS4Windows, very easy to use.
There's not much we can do, as our framework expects Xbox compatible joysticks. We might implement native joystick support, to use any kind, but is difficult and time consuming. We will implement custom key mapping, however.
EDIT: Excellent news. Looks like Steam gives support for PS4 and any Direct Input device, without the need of installing anything:
I still need to specify the mapping for it, as some values are off.
Hey, sorry for delay! Glad to know optimized assets improve performance :D I asked if you were a Linux user, because they often provide great feedback about specific things, and your first post was similar. Looks like I wasn't wrong about your technical knowledge!
We've been making games for quite a while, but mixing of sounds is something we should investigate further. For some reason we don't yet know, some sounds are louder than others. This is regardless of sample volume. I believe it might something to do with frequencies, sample rate or something. A quick & dirty hack we do, is to reproduce the same sound twice, so it gets louder. For example, in this game, armor_break1.ogg - armor_break2.ogg sounds. This doesn't always work. However, the library we use, automatically decreases music volume when other sfx is playing, so that's good. So, yeah, we have volume issues. If you happen to know why, it would be insanely helpful!
Oh, so, you mean, that if the sample doesn't have stereo information, then it should be mono, right?
Thanks for your feedback again <3
Hey, sorry for delay and thank you for such detailed feedback! Are you a Linux user under Wine by any chance?
Regarding optimizations, we are doing it as we go, and where are required. There's a lots of steps in that aspect. First step was game optimization (as in performance). Assets optimization is on the TODO list and PNGGaunlet sure it comes handy! We pushing an update after holidays that uses it.
In our tests, loading of complex maps only took aprox 5 seconds on worst case scenarios. What are your system specs?
And... yes, we also need to optimize sounds & music, make them all 48k or so. That is very noticeable on dialogs, where thefirst ones used heavy compression and sounds like a AM radio.
Oh, and the fireflies are disabled on potato mode. All fancy effects are, but fireflies are a story component in level 2, so we gotta tweak that, ty.
Two issues at the moment:
Thanks so much for Tiled!
Oh, great to know you found the issue so quickly!
> auto tiling algorithm that uses a 64 tiles pieces
Wow, that's a lot of tiles. I believe the amount of tiles you already feature covers all variations, if not mistaken. I really wonder what you can actually do with 64 combination of tiles.
We will wait for an update, thanks a lot again!
Hey Eduardo, saludos desde Argentina!
I tried the tileset generator, on HaxeFlixel. My tiles are 35x35. Used Bitwise export option.
Here's the input:
Here's the generated tileset:
Now, there's some things:
First of all, the generated tileset has a gap. Not sure if that was intented, but is visible.
Second, there's some cases where the tiles just won't be placed properly. Works 90% of the time, but a bottom left corner ends up missing sometimes. Not sure if is a problem on Haxeflixel's end or what.
Regardless, is a great tool, super practical, but wish there's some way to make it work perfectly.
If you know what's up, please let me know. Thanks a lot!
EDIT: tried your original tileset, same results:
EDIT2: Just noticed the tile gap is not present in your tiles. Perhaps it was a problem on my image input.
Thanks a lot for taking your time to send us this. From the log can't clearly see what would be the issue. Anyhow, we created another build for you (build 50). Please, give it a try and let us know if does run. In case it crashes, if you can share a simple log like #46, #47 would mean a lot. Thank you!
Thanks a lot mate! We created a new build just for you (version 49). It shouldn't crash at startup and we removed the caching of sounds because looks like its causing issues. Also we enabled -verbose mode to, hopefully, have more information in case it crashes again. Please let us know how it worked out for you. Thanks again!
Wow, that's actually super useful since we are having issues with sound at the moment and not sure why and don't understand why sometimes it happens and sometimes dont. Do you happen to have the full log just in case? How does it run on Linux (performance wise)? Thanks!
Oh, that's very sad to hear. Glitches of this kind are very very rare and when they do happen you can usually walk out. However, if you can somewhat send us a screenshot of the exact location we could investigate further. Thanks for playing!
Linux version is planned in the future! MacOS is sightly more complicated as we don't own a Mac, but if there's enough interest we will try to do our best to have it available on all platforms.
Thanks for your feedback Lewis!
Thanks for doing such a great video. It is now being featured in-game, on the main menu :)
It's very sad to hear that the game crashed at the end of the video. A hot fix is now available here. Itch.io desktop app updated the game already :)
This version is performs better and disables the debug mode, in your case, so that the player indicators could be seen:
Thanks again for your work!
Do you need technical support regarding errors while playing SUPER Cute Alien? Feel free to ask here!
Current issues, that might or might not happen:
Feel free to report any bugs on this topic.