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Сообщить о проблеме с переводом
Saw the notice when you guys did the demo at the convention and it's been on my radar ever since, but seriously your feeding the game thru a really real reverse engineering system on the fly?
Figured this was just a slick interface and psudo changes.
Would the fact that I have a copy of Fred D'lgnazio's Escape from Robotropolis on my desk or that I spend my childhood with Robot Odyssey on the Apple IIc explain how high my really real changes bar is set, or how fast I threw money at Steam because of your post?
This is going to be so much fun like another game I love.
Compatibility issues that prevent people from playing the game are our highest technical priority. There are two major compatibility issues outstanding.
First, certain 2011 era Macs render most of the game as all black, which makes it unplayable. Fortunately, we found a Mac in house that can reproduce the issue. We’re actively working on a fix.
Second, some machines crash when leaving from the area where you meet Bob into the broader forest. This appears to be a memory/performance issue with the first forest layout. It’s one of the largest layouts in the game, so it’s a good target for optimization anyway. We’re working on getting the memory footprint down and improving performance in that layout, which should also resolve the crash issues some people are getting on those machines.
Menus!
Compatibility work has taken first priority, but we’re also still working on an in-game options menu.
The way it will work:
The inventory will move to [tab] and [i] by default.
Pressing [esc] will bring up a pause menu that will allow you to adjust options or quit.
If you’re having trouble with the game because it boots fullscreen, you can use the following workaround to boot in windowed mode in the meantime:
1. In Steam, right click on Hack 'n' Slash in your library and click "Properties."
2. In the "GENERAL" tab, click "SET LAUNCH OPTIONS..."
3. Type the following and click "OK"
Act 5
Act 5 development has begun in earnest. The layouts are coming along beautifully and we’re starting to finalize the puzzle design so that we can begin implementing them.
Are y’all interested in hearing more development details about Act 5 as it’s in progress? I’m a little hesitant to talk about it too much because I want people to be able to approach the puzzles unspoiled. I’d be curious to hear ideas for development details that people would be interested in hearing without it becoming too spoilery, though!
Maybe start a new sticky thread for spoilery puzzle discussion (rather than here)
I'm honestly not sure if I'll read it or not. I can see appeal in staying out of the thread, but also in reading it. But a really clear spoilery name would make it easy to avoid if one wanted to.
Why not just make a thread and if no one participates, then you have your answer.
+1 vote for mildly spoilery talk here! I seem to already be hellbent on decompiling my way into spoiler territory anyways .
A simple way that I thought of was to have the numberical buttons mapped to the four face buttons, and have the space bar mapped to one of the triggers. Then, obviously, select/back will be for the inventory, start will be for pausing, and the d-pad and/or the left stick for movement.
Only an idea, not something I'm demanding. I find the current keyboard controls to be sufficient, but it might please some of those that prefer to play with a controller.
I'm wondering that too; when is next update?
You havent got the thing to translate the language yet. You'll find it eventually.