Report bugs here.
2:17:31 I don't think is a freeze, this is something to do with the menu system. When you click outside of one of the icons, all the icons get deselected and can't be navigated back to with the gamepad. It's a game-wide issue. Fix coming up.
18:07 I've just found the cause of. Fix is done.
I've redone the KS. No word on whether this'll stop happening.
Nothing is up yet. Currently trying my hand at re-baking the lightmap so you get it working properly.
I'm keeping this for style. :v
Hit me up on Patreon PMs and I'll hand you a download key.
This is intentional. Wallride direction depends equally on your current velocity and the direction you're pushing towards, the latter of which can get quite fuzzy on touchscreen.
Saving causes a little lag, which is why I used a menu to hide it. I figured I could have some punishment for dying, but I could easily add autosaving upon death.
For the graffiti spot, I think I'll add a spot counter in the missions menu to see if it's a bug.
If you've cleared all missions and the game tells you you've got all clear points, then it's officially a bug.
I know what vids 1 and 2 are. Unity has trouble putting sprites this close to meshes. I'm using sprites because I couldn't get proper decals to work. Vid 3 is to do with the boundary collision mesh, I'll see what I can do about that. Vids 4 and 5 are just waypoint goofiness and should be much easier to fix.
Unplayable is the word. This mouse business is a longstanding bug. It works fine in the editor and I have less than no idea what causes it. The rest I'll take care of.
One more thing I forgot to ask. Is there any oportunity to do camera controls on keyboard?
Can be done, but might get counter-intuitive.
Looks like the camera now is broken. It badly follows the player.
I don't know is this a bugs:
-Music player is playing music not so random. Some tracks playing too oftenly(meaveena for example).
-The car boss is too easy to beat, can't damage you at all.
-first time you die after starting a new game, after you hit "retry" button, the game starts from the beginning, not from the last time you saved. In order to make game save working, you need to go to the main menu, then load the campaign.
Second and third are definitely bugs. Will look into it.
Oh man, I forgot this one. As you can see on the video, I can't find the last graffity spot. Maybe it's so hardly hidden and I just can't find it? If not, so that's a definitely the bug!
It's possible I made a spot invisible or inaccessible without noticing. I'll see.
e: Just checked all the spots. They're all accessible. There's a possibility you fell victim to a rare bug where a level 1 graffiti doesn't register as done.
All of those are intentional, save for the ending bug. I did cut all three songs, I couldn't make SRR sound good and didn't feel the other two fit.
I'm keeping the character switch point system (JSRF represent), but everything else should be fixed.
Unfortunately I haven't got a powerful enough Linux machine to test on, but I'll have the opportunity on Tuesday via my local library. The graphical glitch is the most worrying; the other twoI think I know the causes of. I don't know how up-to-date that is, but I remember bindings being different for the 360 controller across platforms; I seem to remember the x86 executable brings up a settings window where you can rebind. The cutting off isn't *intentional* per se, but I have the interface scale at the halfway point between horizontal and vertical; very wide resolutions will come with these sorts of issues.
Believe it or not, that's intentional, mirroring older 3D platformers where you controlled the camera instead of the view. But yes, I think I'll add the option to invert camera axes sometime down the line, since this isn't the first time I'm getting that feedback.
Yo. This new input system will probably be the death of me.
I know for sure I kind of removed explicit DualShock support. I say kind of because in the editor, my XB1 controller was recognised as both XInput and generic at the same time, leading to incorrect behaviour, so I removed explicit references to XInput and DualShock assuming the same would happen for the latter. I'll have to get it all checked out in the newer versions of Unity where the input system is in its stable release.
I also made a mistake in the tutorial, I absentmindedly wrote "Dash + Trick" when it's in fact Dash + Tag to recenter the camera (which should correspond to L2+R2).