Just a tiny update for you guys - After receiving a suggestion via email I've added another checkpoint toward the end of the tutorial level. This checkpoint has been placed after the second timed room so you won't have to repeat this room once making it past the closing doors. Al
Just a tiny update for you guys - After receiving a suggestion via email I've added another checkpoint toward the end of the tutorial level.
This checkpoint has been placed after the second timed room so you won't have to repeat this room once making it past the closing doors.
Also, for a limited time only, Deadly Delivery is 30% off ːsteamhappyː
Josh
In the latest release I have addressed your comments about the end of the Digger's Cavern level. It was a bit too challenging between the final two checkpoints, so I have added in an extra one. Good luck! Josh
In the latest release I have addressed your comments about the end of the Digger's Cavern level. It was a bit too challenging between the final two checkpoints, so I have added in an extra one. Good luck!
Josh
Here are the details of the new release: ːsteamhappyː ---Improved suspension!--- By tweaking the suspension height of the rear wheels I've been able to make the vehicle land a lot smoother. The problem before seemed to be that the wheels would raise and lower to the same height,
Here are the details of the new release: ːsteamhappyː
---Improved suspension!---
By tweaking the suspension height of the rear wheels I've been able to make the vehicle land a lot smoother. The problem before seemed to be that the wheels would raise and lower to the same height, where there should have been some difference.
---Vehicle Flip Tweaks---
Currently you can only reset the vehicle orientation if you have landed upside down. I have changed the requirement so that now if you are stuck on your side you'll be able to reset the orientation, provided you aren't sliding too fast.
---Digger's Cavern Tweaks---
- Improved timing of one of the platforms; it spent too long at the top and not long enough at the bottom of its loop
- Added a couple more lengths of platform to make the jumps flow better and be a bit less difficult
---Improved Explosion FX---
The other explosion fx animation looked a bit too low budget and out of place. I've replaced it with a flame and sparks that continue for a few seconds after you have respawned
---LINUX---
Unfortunately I haven't had any success with this yet. I have managed to covert my project from blueprint to C++, but am having troubles with the actual build process. I will keep trying!
When it's just one person developing and testing the game it's easy to overlook bits that are just way too hard. It's been brought to my attention that the collectable room is responsible for several raqe quits ːsteamsaltyː I'm uploading a fix for this right now. It extends the r
When it's just one person developing and testing the game it's easy to overlook bits that are just way too hard. It's been brought to my attention that the collectable room is responsible for several raqe quits ːsteamsaltyː
I'm uploading a fix for this right now. It extends the ramp to the second collectable and fills in the holes of the balcony area. It also adds more length to the ramps leading downward to the next section.
Other than that I have replaced some if the skinnier platforms with wider ones, particularly in the second timed section.
The game is meant to be hard, but I would like for you to get through the first level at least! See if you can beat my best time of 350s ːsteamhappyː
Hi everyone! This new patch introduces two new substantial features: - Ability to rotate camera around vehicle by holding 'Q' and moving your mouse. This will help you find collectables and see where to go in the level. It can be rebinded to a different key. - Flip vehicle by pre
Hi everyone! This new patch introduces two new substantial features:
- Ability to rotate camera around vehicle by holding 'Q' and moving your mouse. This will help you find collectables and see where to go in the level. It can be rebinded to a different key.
- Flip vehicle by pressing 'left control' (also rebindable) if you get stuck upside down, as long as you arent sliding too fast.
- You can also invert your look direction in the settings menu
I have also done a couple of level design tweaks:
- In 'The Exchange' I have made the jump to collectable 2 a bit easier by adding more platform & have removed one of the railings from the end of the level which makes the jumps easier to navigate.
- Added text to 'The Exchange' about how to look around the vehicle
- In 'Frostbite Peak' there was an awkward landing at the beginning of the level which I have now added more ramps to, making it much smoother!
At the moment I'm working on some handy new features for the game, and have downloaded the toolkit for Linux! ---------- FEATURES ---------- 1. Sometimes if you land funny you can become stuck upside down like a cockroach. I've made a function that will flip you back over so long
At the moment I'm working on some handy new features for the game, and have downloaded the toolkit for Linux!
---------- FEATURES ----------
1. Sometimes if you land funny you can become stuck upside down like a cockroach. I've made a function that will flip you back over so long as you aren't sliding to fast.
2. A couple people have mentioned that they'd like to be able to move the vehicle camera around so they can assess their surroundings a bit better. This also works in my dev build - you will need to hold 'Q' and simply move your mouse left and right to rotate the camera around the vehicle.
3. Ability to rebind buttons used for the aforementioned features.
---------- LINUX RELEASE ----------
I'll be doing a test build for the Linux-x86_64 platform this week, with hopes of releasing it sometime this month. This is all depending on whether or not it works of course! Fingers crossed
This patch is part bug fix, part handy feature! -- 1. In the settings menu is a console command text box. I figured some people may find a use for it, but please be cautious! This should allow you to use most Unreal Engine 4 commands. The awesome thing about this feature is that
This patch is part bug fix, part handy feature!
--
1. In the settings menu is a console command text box. I figured some people may find a use for it, but please be cautious! This should allow you to use most Unreal Engine 4 commands.
The awesome thing about this feature is that you can manually set your game to run at whatever resolution you like and toggle any graphics settings that aren't listed in the user interface.
Example: r.setres 1000x600f - set resolution to 1000x600 in fullscreen
See some commands here:
https://digilander.libero.it/ZioYuri78/
--
2. Bug fix - Unfortunately two people had an issue running the game with their TV. From what I could tell, the issue seemed to be with the automatic resolution settings, which makes the mouse not align with buttons correctly.
Now this has been changed so that the game boots in windowed mode first time, then allows you to increase the resolution (and save the setting). Additionally, I have added a reset button if you do accidentally choose the wrong thing.
----NOTE----
After pressing the reset button, you need to relaunch the game for it to take effect.
I'm glad everyone is enjoying the new checkpoint feature! There was one minor bug as a result of this new feature - it stopped a lift working when continuing your save from checkpoint 7 in 'digger's cavern'. This small patch fixes that issue. For folks running Linux, I'm looking
I'm glad everyone is enjoying the new checkpoint feature! There was one minor bug as a result of this new feature - it stopped a lift working when continuing your save from checkpoint 7 in 'digger's cavern'.
This small patch fixes that issue.
For folks running Linux, I'm looking into deploying the game onto your OS but not making any promises yet! ːsteamhappyː
Thanks for the continued support and feedback! This big update is all about is all about adding the features that YOU wanted to see. The biggest feature here doesn't necessarily make the levels easier but you will no longer have to finish the levels in one go. Changelist: - Intro
Thanks for the continued support and feedback! This big update is all about is all about adding the features that YOU wanted to see. The biggest feature here doesn't necessarily make the levels easier but you will no longer have to finish the levels in one go.
Changelist:
- Introduced checkpoint saving on pause and a 'Continue' button from the main menu
- Alt-tabbing no longer sends your vehicle into space, but just pauses the game
- Added volume sliders for engine, ambient and UI sound effects
- Added smooth fades between loading screens
- Slightly moved a jump towards the end of 'The Exchange' to make it a bit easier
This shouldnt bother your save file in any way, but if you are paranoid you can copy and paste the save file from your AppData/Local/Jumping/Saved/SaveGames folder. Let me know if you come across any oddities, but I have tested this on all levels and difficulties...took ages ːsteamhappyː
After receiving a lot of feedback, I think there's one thing everyone agrees the game could use: the ability to save checkpoint on exit and continue later. It takes players a bit longer to complete levels than I anticipated, hence the absence of the feature in the first place. St
After receiving a lot of feedback, I think there's one thing everyone agrees the game could use: the ability to save checkpoint on exit and continue later.
It takes players a bit longer to complete levels than I anticipated, hence the absence of the feature in the first place.
Stay tuned because late next week, I should have this functionality ready for you ːsteamhappyː
Have a good weekend everyone!
Thanks for waiting, here's what has changed: - Fixed the lift bug at the end of the exchange - Nerfed jump in digger's cavern that was awkward - Added support for 720p fullscreen and windowed - Added texture quality settings (this will help those on lower end rigs) - Lowered over
Thanks for waiting, here's what has changed:
- Fixed the lift bug at the end of the exchange
- Nerfed jump in digger's cavern that was awkward
- Added support for 720p fullscreen and windowed
- Added texture quality settings (this will help those on lower end rigs)
- Lowered overall sound
Next patch:
- Volume slider/toggle
- Remove auto full screen on launch
As usual, let me know if you have any difficulties!
Here's what's changed: - Fixed a minor bug lift in the middle of the level. Occurred when player fell off lift as it was rising - Added a 'nerf' ramp to the section where you land on flat ground from a jump - Moved four checkpoints to more logical / easier locations - Added more
Here's what's changed:
- Fixed a minor bug lift in the middle of the level. Occurred when player fell off lift as it was rising
- Added a 'nerf' ramp to the section where you land on flat ground from a jump
- Moved four checkpoints to more logical / easier locations
- Added more arrows to the spot where you would need it most
- Added 'difficulty' label to the main menu
There were also some issues that users with promo/giveaway keys were experiencing (missing .exe). Totally my fault, not assigning depot and build correctly. That's now been fixed too.
Subsequent updates will come a bit slower unless of course they are game breaking. Here's the to do list for the next update:
- Final lift in the exchange has a similar problem
- Add texture quality settings
- Reduce overall volume
- Add volume slider or toggle (depending on what's possible)
- 4 most common resolution support
- Section in digger's cavern is too tricky
And of course, let me know if you have any issues. I want the game to be as enjoyable as possible ːsteamhappyː
Edit: I totally broke everything the first time ːsteamfacepalmː by trying to rush-fix. Bad idea. Have rolled back to initial version which works fine, just has some minor bugs Please bear with me for a few days while I try and address everything. Let me know in the comments if yo
Edit: I totally broke everything the first time ːsteamfacepalmː by trying to rush-fix. Bad idea. Have rolled back to initial version which works fine, just has some minor bugs
Please bear with me for a few days while I try and address everything. Let me know in the comments if you are experiencing any issues. Here's the first details of the first patch.
General:
- labels difficulty selection buttons
The Exchange:
- moves four checkpoints slightly to make level less frustrating
- fixes a lift in the tutorial level, which becomes a problem if you fall off it while ascending
- adds down-ramp in the first big room, to make jump smoother
- adds more arrows in the collectables room near the leap of faith
Later Updates (Low Priority):
- ability to turn off sound
More patches will come as I get more of your feedback :)
Hey everyone! The full game comes out at June 20 11:59 AEST. Curious about the game or want to discuss it with others / myself? Cheers, Josh
Hey everyone! The full game comes out at June 20 11:59 AEST. Curious about the game or want to discuss it with others / myself? https://discord.gg/BAQtdWV
Cheers,
Josh