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I'm interested in buying PZ but I have a couple questions first.
If I buy PZ on Desura will I also get a Steam key?
Next, I noticed the font size is pretty tiny on my system in the demo and I have major vision problems. So is there a way to increase the font size with the current build WITHOUT lowering my desktop resolution? When your character talks the font is good sized so I know there are larger fonts in PZ.
Finally, are there options yet for rebinding keys?
Hmm that's odd... I thought for sure I saw some mono packages in the install directory when I was looking for config files. Ugh I'm too young to be this senile... :[
It also seems to work for Linux too. I guess because it uses mono.
I really love this game so far but how do I get it to run in fullscreen or at least increase the window size?
I don't know if you've already answered this or not but it keeps telling me to register Zigfrak when I already own the game. How do I get it to stop doing that?
I'm on Linux Mint 13 MATE x64
Excellent! Keep up the great work!
When I load a level I made, the screen just shows the background and nothing else happens. I put in one of those SP Start blocks but it's like none of the objects load.
lol The trader says "Buy one, get one!" reminds me of "Pay as you exit? Sweet deal!"
I never heard of EQ until it was on indiestand but now that I've had a chance to try it I'm really glad I got it. It's really a lot of fun but I've been finding tons of bugs so far. I've put together a quick list just in case they haven't been brought to your attention yet.
-Countdown timers for bombs don't pause when you open your inventory.
-Timers don't pause during in game cinematic cutscenes.
-Checkpoints only restore up to the first 3 hearts. I didn't think that was a bug until I noticed the next one:
-If you've increased your max mana, checkpoints will actually take away your bonus mana points if you have more than the starting amount.
-If you've increased your max mana, sometimes the bonus to max mana will disappear when a new area loads and it doesn't come back, even after starting a new level and reloading the game.
-If you increase your arrow fire rate, you sometimes won't fire an arrow on some levels, even though the fire animation still plays.
-Sometimes new chests are already open when I find them.
There's other little things here and there like double being spelled wrong when you pick up hearts or mana but so far it's a great game. I hope this helps improve Elliot Quest and I can't wait for the next update.
lol I love the "Sorry end of demo" sign.
This is a pretty fun game so far. It reminds me a little of Portal but it doesn't rip it off. I can't wait for an update.
I have to disagree. In a game where meteor showers are so common and so many things are randomly produced, a fog of war system could mean your death. For example, if you were exploring a new area and suddenly a meteor shower was about to start, ideally you would run to the nearest building. If that building had a tree blocking the only entrance(which is all too common), you would have to find another building quickly. But if all you can see are hilltops and if all you can see on your map was the fog of war then your survival boils down to luck. And if we're going to play a game of luck, it might as well be craps so we can at least have a chance to win some money.
A better solution would be to limit how far the player can scroll the map in relation to where they're currently standing. And possibly allowing the player to scroll farther into areas they have already explored but I don't think that would be necessary. You could even add a new skill that allows you to scroll farther based on how high the skill level is. You could call the skill cartography.
In any case, the traditional fog of war system should be optional at the very least.
About how many seconds does it take to walk the distance of a single chunk? Because in all of the situations I'm talking about, I was walking in the complete opposite direction and they spawned behind me in a huge swarm of about 12 in one spot and were close enough to target me and start shooting even while I was still walking away and before I knew they were there. So it's like I'm being ambushed over and over from areas I just finished clearing out. And I'm not exaggerating about their numbers either, just a couple short minutes after selling everything in my inventory, it's full again and there's still half a dozen bots swarming all over me. That's what made me think this was a bug.
Could you possibly add a flashlight or night vision goggles or something? It's easy to see during the day but it seems like night is way more common. Also how far away do hostile bots spawn from the player? There's been several situations where about 12 hostile bots spawned just a short distance behind me in an area I had just finished clearing out.
I was about to suggest that next.
In the terminal, using "locate libGLU" shows several entries for libGLU in my file system and desura install path. If you don't have it there you can always link one from your root file system using "ln -s [existing libGLU path/name] [link path/name]"
And of course remove any " marks and [ ] before running the command.
Holy Moses this game is so buggy. Is this even supposed to happen?
I was having the same problem on Mint x64 and I was over halfway through the game before I figured out you can change powers using the number keys instead.
I darkened the walls and floors by 50% and brightened the gravity panels and doors by 25%(or rather painted them white with 25% opacity but you get the idea). This helps important objects stand out against the background. You may notice the world objects, such as the blue tubes, have been left unchanged so it becomes a little more clear what is a floor/wall and what is a 3D object within the map.
Alternatively, you can keep all the textures their current colors but create an option that allows the player to activate a filter that darkens the walls and brighten doors and gravity panels when a key is pressed. Making the filter toggle on and off with the key press would be more useful than making the player hold the button down.
Finally, I'm sure you've already thought about this, but making tools for easily creating player-made maps(such as Portal 2's PTI tools) could drastically increase the lifespan of Inverto. I know this would eat up a lot of development time but it could be worth it. Especially if Inverto gets greenlit for Steam.
In any case, I hope this helps and as I said before, none of my suggests are meant to pass judgment on your decisions. They're just ideas to be considered.
Wow usually when I try to give helpful suggestions and feedback the developers are very quick to get angry or just dismissive with my ideas. Even some of the fans are overly defensive when presented with new ideas. So this has been refreshing for me as well. Thank you for being so open minded.
My average framerate at the lowest settings are about 20-23 and at the highest settings it's about 15. So there's little difference between the graphics settings which is another reason I think it's an issue with the Unity engine. Other games have had issues with it, too such as Zigfrak on Linux. While it ran great on Windows or Macs, the slightest movement of the mouse on Linux would cause your ship to spasticly flip all around and Unity was the source of that problem, too.
My comp specs are: Linux Mint 13 x64_86, 2.5ghz amd, 5gbs of ram and my graphics card is a Gforce GTX 560.
When I mentioned a delay with key presses before, I mean when I try to pick up a sphere, I have to stand still and keep the cursor hovering over it for about a second or two before I can pick it up. That's the best example with the delay.
As for maps being cluttered, it's not a bad thing to have objects in your maps. They can actually be useful in a game where gravity is constantly changing directions since they help people quickly regain their orientation after flipping all around. The problem is that the objects are colored the same as all the floors and walls so they tend to blend in. This further overwhelms the player in a new environment. To help illustrate my point, I used GIMP to darken the walls and lighten objects like doors and the gravity panels. I'm not an art student so you'll have to use your imagination a bit.
Let me start by saying I like Inverto and none of what I'm about to say is meant to be insulting but instead intended to help improve it. I think it's obvious what game Inverto aspires to be so let's cut right to the quick and start making useful comparisons. There were many subtle details that helped make Portal so good, for example it used simple colors and shapes to differentiate entities from one and another. The walls were either dark or lightly colored to show their function but in Inverto all the walls are textured in squares and other patterns then lighted with different colors. So when you look around a cluttered room, it makes it difficult to tell what's a wall, what's a door and what's nothing important at all. So the environment tends to be very confusing and overwhelming even after a few hours of playing. Would you consider simplifying the wall textures or giving people the option to import their own?
Another issue is switching gravitational pull keeps slowly flipping you all around in midair so situations where you have to switch gravity a couple times in a single jump becomes more about luck than skill and careful planning. Maybe you could create an option that will instantly set you right side up when gravity changes directions rather than slowly rotating you to that point?
The last issue is with the performance. Since Inverto uses the Unity engine, I realize there's only so much that can be done to improve performance before Unity itself updates but I'm getting a pretty low frame rate on Linux even at the lowest settings. Is there anything else that can be done to improve performance or the slow response time of key presses? Anyways, like I said before, none of this is meant to aggravate or annoy. I really like Inverto and want to see it succeed. I believe these few minor tweaks could vastly improve gameplay. Thank you for your time.
I've already tried that too. When I couldn't get the Desura version to work, I went to the website to get a fresh copy but it also gave identical results.
If you're intersted in knowing, I'm running Linux Mint 13 x64_86, 2.5ghz AMD, 5 gbs of ram and my graphics card is a Gforce GTX 560.
Is there anyway to play solo without joining someone else's empty server? And is it supposed to take so long to set up your own? I spent about 10 minutes waiting for the server to finish setting up before I got sick of waiting and alt-f4'd. So far this is the best loading screen simulator I've ever played.
Why can't I play any of the levels I make?
This was made in 2002 and I still like it way more than Bridge Constructor. I have to agree with everyone else though. $20 is too much for a game that is over 10 years old.
I'm glad someone can enjoy this because on Linux it's unplayable. I tried to play it 4 times with no luck. 3 times it crashed after picking the race track and the only time it didn't crash, it gave a frame rate much lower than 1fps. The fps got lower and lower until it locked up. I couldn't even make it to the starting line.
Nobody?? With customer service like this, KAG might as well be published by EA.
I bought my copy from indiegamestand.com forever ago and when I play the game it still says I'm playing the demo. Has this been fixed yet?
w00t! I can use my grappling hook again!
Have tower bosses been removed from the game though? Cause I just did three towers and none of them had a boss at the top.