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Why, of course! Looking forward to that video (though it might be hard to understand most of it for us :D)
Hi! Sadly I can't reproduce the problem on my machine with my regular Chrome or Canary. It might be that this is a bug of Chrome Beta specifically. Since we didn't update the game since last December (the Cross Updates are more like DevLogs... we don't update the game whenever we post them), I think this is most likely a browser issue and thus beyond our control. There is a chance that this issue will resolve itself over time (it might be a bug within Chrome Beta that will be fixed). Let's hope for the best. :O
Please let us know when things get better or worse for you!
Omg. Very cute! :D
The dialogues in the exploration part have been written shortly before the demo release and are most likely full of errors - most of them won't be in the final version anyway, but we'll still go over them for the kickstarter release. I hope the other dialogs don't have quite as many errors.
As for the lack of contractions: for some of the characters (like Sergey) we did this on purpose to emphasize a certain speaking style - but it may feel a bit too forced that way. We may think about improving that. In the end we're not native speakers, so we'll start looking for some help to improve the dialogs.
Oh and I also agree with the crab boss. We have some ideas on how to improve the attack pattern to make it less obnoxious. We'll make sure to update this for the next version.
Okay, it's good to hear that it helps.
On the other hand this might be troublesome. It could be that those .dlls fix problems on other machines - maybe. We still need to get feedback for that, actually.
I just hope we can figure out a solution that works for everyone, eventually.
Could you try something?
Please remove or rename the files "D3DCompiler_43.dll" and "D3DX9_43.dll", located in the same folder as "crosscode-demo.exe".
Does this improve anything?
We have found that the level reset bug happens whenever you load the game and respawn (after dying, falling out the map or drowning) before leaving the map/
Can you try the same thing you describe, but leave and reenter the map before that? If the level is not resetted in that case, it should be this issue.
We already fixed this bug and will publish a fixed version toward the end of the week.
Also: Circuit skills are currently not "unlearned" when respawning or loading a game. We will also fix this for the next release.
Thanks for the feedback!
Hi! Yeah, a couple of players had problem with this part. You are actually not supposed to lure/dodge those enemies. There is a way to pass them by taking shortcuts, jumping over boxes and containers. Anyway, we will try to improve this part.
Thanks for the feedback!
Yes, this would be awesome!
Our current game CrossCode (https://www.indiedb.com/games/crosscode) is based on HTML5 and it would be great to embed it within Indiedb.
It would also be nice to have a kind of focus/fullscreen option where the webpage content around the game is minimal/hidden and the game's iframe is expanded over almost the whole screen. CrossCode is a fast pasted game and you tend to click outside the game window by mistake quite often. That's why our input is optimized in a way that clicking outside the game screen is still detected (as long as it's inside within the web page). When the game is exactly fit within an iframe, this unfortunately doesn't work.
Well... let's just say this is a nice-to-have feature to have the perfect game experience within indiedb
thanks for the feedback! Yes, we do plan to create a gripping story line with side quests and stuff to explore. And yes, we also plan to release on STEAM.
The shadows below the red aiming dots are intentional. It should help the player to anticipate the height of the environment. About the logic behind seeing shadows: you can consider these shadow to be displayed "virtually" just as the dots itself... or something. :D
For impact.js you pay 99$ per developer once. Sometimes there are offers to get it cheaper (e.g. around Christmas).
As far as I know (and hope) there are no royalties or share on profit.
Hi Mr. IHeartPie! :D
That distinction between the elements is definitely important and it is true that the distinction works best with the yellow color. However, purple can still be distinguished from cold and heat quite well. In fact, we changed the cold effects colors to be less violet and more blue to make the distinction work better - it also looks better in the end, since a deep blue feels more "cold".
Anyway, I suppose most Pokemon fans will vote for good old yellow. :P
Sure, that's possible too! :D Maybe we will do this for certain battle techs.
We're not really limited by any number of frames, but creating this 5 frame animation was already a good amount of work. Still, we might improve the animation later on, if we're not satisfied with the final result (seeing animation and the rest of the scene together).
If there is enough demand for it (and that seems to be the case already), we'll certainly release the soundtrack in one way or the other.
There is a youtube video with hints on how to manage the final challenge, if you want to give it another try:
We currently only support path finding taking into account the static surrounding of the map. Occlusion of dynamic objects (such as other enemies) are not considered. So far this still work well, as dynamic objects tend to slip past each other on collision through the physics. We currently hope we'll get around with that - if it doesn't work out in practice, we'll have to think of something else.