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Haha, sounds like you're playing the 2nd latest test build. Check out the new 0.4 multiplayer test build from the github download page, that fixes the quit button on the menu (and has experimental multiplayer support). The control settings is something I'm probably going to need others help test thoroughly since I'm able to set the controls just fine both on my PC and laptop. If anyone who tries that version runs into it, it would be of great help if you could share the output log in the BallisticNG_Data folder :)
Glad to see you've enjoyed it despite the little quirks! The collisions as they are now are modeled after Wipeout 2097, which a much higher scrape threshold but more punishing heavy collisions. The AI scale to the the ship you're currently using by the way, so if you use Gtek then the AI will also be slow and if you use Nexus then they will also be really fast. The AI have been balanced more since 0.3_2 so it should be easier to maintain first place if you get there.
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@Snake
Yep, got v0.4 a try, but it still doesn't work. so does the controlls. :?
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Just fixed the key remapping problem, going to see what's still causing the quit button problem now.
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Forgot one thing: I actually going to list out the minimum requirements for the game.
Pops had a old laptop bought in 2012, and all it had were 2GB of RAM, 2.4GHz Intel i5-450M chipset and a 512MB Nvidia GeForce 310M graphics card. For me to say, seems like any computer can play this game at MAX. Great then. :p
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First thanks a lot for all the trouble to make this beautiful game! Your love for Wipeout seems to be so great that you reproduced the game so well that I almost think you got back in time and stole the devs notes :)
I'm having that always turning controller problem :( Not sure if it helps but I found this:
There is a topic in the Steam forum of this game: Cornerstone: The Song Of Tyrim and it has this problem and one of the devs says: "We learned the bug is not controller-based, it's OS-based. Windows 7 and 8 is different from Windows 10 and up. I made contact with the My Night Job devs and they were kind enough to compare notes with us. So we'll be incorporating that feedback in next patch. A shout out to them and a thanks to Elefantsu's post for the lead! "
In the news about this other game called: My Night Job you can see the dev of Cornerstone is asking for help so maybe you guys can all talk a little about it :)
Also if this is a Unity problem it would be good to make it more public so no one have this problem anymore!
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Thank you! And thank you for the links, I'll be sure to reach out to some people to see what they know and if I find a fix I'll try and make it known to the Unity community :)
BallisticNG has also just been greenlit! A huge thank you to everyone who voted :) I'm looking to have it come out as an early access title so if everything goes smoothly 0.4 will hopefully be the first steam release!
What to expect from the steam version:
- Multiplayer matchmaking
- Achievements
- Tracked stats
- Online leaderboard
- Trading cards
- Workshop support for mods
- Steam cloud saving
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Yep, we got greenlit! If any of you guys are on steam, you might consider joining the ballisticNG player group: http://steamcommunity.com/groups/BallisticNG_Game
We're hoping to build a bit of a community around the game so get yourselves on that!
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Congrats on getting greenlit! I'll be joing there on Sartuday.
Also, I've played 2097(and finished it. Good lord, I've finally unlocked that Piranha ship) to see how the AI behaved during races, since the AI of your game tries to mimic it, I've noticed something: The ships you're racing seems to have the same speed AND limit as the one you're using. So if you're chasing someone at high speed and hit a wall, they'll slow down, so you can still chase. Another thing I noticed(and that's a bad one on 2097) is that you have pre-set positions during the race. If you can keep steadly fast and reach the middle racers, and hit a wall, you'll notice then overtaking you in a cluster(which is ridiculous) and when you look to the position counter you, keep that position for that lap. Lap 1 - 11th, Lap 2 - 7(or 6)th(I don't recall well now), and so forth. One more thing, once I did a perfect lap on sargamatha with AG-Sys and I've got no one on my sights. It's like that you're supposed to hit a wall if you wanna reach/overtake someone.
Another issue I'm having are the S-Curves on your game. In 2097 something that I would normally cut/scrape through, I hit on your game, and it really pisses me off. In 2097 the ship is pushed slightly outwards the wall when you're scraping...more noticeable in straights. It's really very, but very slightly
And the AI in Aciknovae have problems in the last section of the track... you're making them going too close on the wall(so does the auto-pilot -_-)
Take note on those things and see if you can improve this part of the game. That really ruins the experience for me. As for the online part of the game, are you planing to do some sort of Dedi, or it's gonna be P2P exclusively?
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Yay! Greenlight! Congratulations, everyone!