So, after much searching, it turns out the culprit was having Xbox configuration support "on" in Steam settings. If one turns it off, all works fine. :-)
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Thanks for your swift answer. Got the invaders game too. :-)
I tried with an Xbox One controller, and several different 8bitdo controllers, to no avail.
First I thought I might have connected the controller after loading up the game, so exited, connected, reloaded the game but can only use the keyboard. It's perfectly playable that way, but perhaps not as comfortable as with the controller.
Is there a text document somewhere containing all existing and supported characters to date?
Unity's Text Mesh Pro imports such a file to generate the font atlas containing the supported characters.
Many thanks Red Reign. The graveyard track is pure genius. It has been playing in looped mode all day. And it's probably the best reason to try out the game. :-)
Thanks for your amazing work under such tight deadlines.
If the game leaves the prototype stage there will be lots more work. ;-)
- Adjust the values of sliders with the keyboard
I also keep clicking on the numeric amount on the slider, hoping to numerically input a value. The sliders a great for quick prototyping and experimenting, but keyboard value input would be valuable.
- Control the frame rate
Great if this comes back soon. I manually delete 9/10 frames later on (in Photoshop) before cropping & resizing and manually creating the final tileset (also in Photoshop), which brings me to the next point.
- Tile size & tilemap size and layout feature request
Besides FPS, my most important feature request for me is still the possibility define tile size and tilemap size (and number of rows vs. columns).
When saving and reloading, it is important that the following settings are remembered (which is not the case in the latest version):
- emitter position (otherwise it is not possible to re-render at the same position, so it won't fit in the game anymore)
- the last used palette and dithering settings
- excluded colours
Actually found a provisional workaround for this. Export to GIF instead of PNG tilemap. Then crop the GIF in the tool of your choice, to fox ex. 16 x 16, then manually copy each GIF frame to a new PNG tilemap (for ex. 64 x 64). Of course, depending on the animation length this can be nuts, but for small bursts and short animations it is laborious but it works fine.
How do I have some control over the tile size of the exported tilesheet (like 16x16, 32 x 32 etc) ?
Playing around with the scale option changes the exported size, but I still cannot find the info for the exported tile size.
I need to know the tilesize before exporting for it to fit with my other animations (for ex. 4 rows X 4 columns with tilesizes of 32 x 32 = tilemap of 128 x 128).