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BitBull

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  1. Excellent - well done! Very good score too - you'd currently be in 8th place on Steam! The top player on Steam has almost 4,000,000 which is way higher than anyone else- they must have really worked at it to get that!
  2. If you quit the game and continue it should be fine. Depending on where you quit it might go back to 'select level' but it'll just be the two options you normally get mid-game rather than all the unlocked teleports that you get at the start of a new game.
  3. As long as you don't start from a teleport you should get the 'proper' ending, it's fine to return to a saved game.
  4. Hi there, Your progress will be saved in a save slot if you quit mid-game. If you lose (game over) you start from the beginning but with the option to 'shortcut' to any teleports you have unlocked. When you enter via a teleport you 'fast forward' to that point, so the game will award weapons and upgrades an ensure you're not too underpowered. If you make it to the place you died last run you can pick up your abandoned jetsuit and retrieve any cash you had. Teleports are 'global' unlocks so they apply to all new games.
  5. You have to complete the game in a single 'run', ie from the start without using a teleport. It doesn't matter if you use a life as long as you start from the beginning.
  6. Oh wow, that's awesome - well done and I'm really glad you enjoyed the game! When you restart the game you keep the extra lives you earned on the last run rather than all the equipment. Your save slot should start from scratch but show 3 or more lives. It's possible something got lost in the translation.
  7. Hi There, I have just emailed Atari with an updated build. In this one I have mapped the 'back' button on the classic controller to work the same as 'x' on the modern controller. This means you can assign it to 'switch weapon' (or 'fire' or 'joust') via 'controls' on the main menu. It also means you can access weapon info from the 'upgrades' screen. Thanks for this suggestion, I don't know why I didn't think of this before, sometimes it becomes difficult to see the wood for the trees in gamedev! Hopefully Atari won't take issue with this, I don't see why they should. I've also improved playability with the classic controller a bit as I discovered you couldn't move down and left/right at the same time using it (!) The build number is 1.1.04m. I'm not sure when Atari will get round to putting this live, sometimes they are quick but sometimes they are very slow! Thanks again for playing and for the feedback. James at BitBull
  8. Thanks for the support, I appreciate it! I intend to look into this tomorrow. Will update when I have more info.
  9. Hi, Sadly, you can't. There just aren't enough buttons. I tried other methods like using the rotation of the stick, long-presses etc, but none of them worked to my satisfaction, either triggering too often by accident or getting confused with other actions. It plays better with the modern controller due to the analogue response as well. Thanks for playing and I hope it doesn't prevent you enjoying the game!
  10. Thanks! Really glad you're enjoying it! As well as bugfixes the new update has better difficulty balancing in the later levels and an improved algorithm for generating player loadouts if you start the game via a teleport, now you get a smaller number of higher-level weapons rather than a ton a lower-level weapons. Generally the game is rather more forgiving towards the end than it was.
  11. It is probably the same issue. The Atari controllers have this weird quirk where different firmware actually registers them as a different hardware ID. Atari have made their own edits to the SDL source to ignore the part of the ID that the firmware changes, but if the game build includes a 'bundled' SDL (as most platforms will do) this one is used instead which means firmware updates can break the controller connection. I have to explicitly remove the bundled SDL lib from my builds before packaging up for the VCS.
  12. Hello All, Just to let you know that I've just submitted a maintenance update for Jetboard Joust to Atari. This one contains an important fix for a crash that could occur if the player spawned directly on top of a weapon crate. It also includes numerous smaller bug fixes and improvements and brings everything in line with the upcoming Xbox and PS4 releases. Happy Jousting! james@bitbull
  13. Thanks everyone for your support - glad you're enjoying the game, buying it on Switch as well is real commitment! The game does get tough on later stages, I've found balancing the difficulty one of the hardest things with some people complaining it's too easy and others that it's ridiculously hard! The last build is actually a bit tougher as I've nerfed a couple of weapons that were a bit OP and closed some loopholes where too many health/joust pickups were getting given out. I still sweat trying to complete it, especially in a single run, and I've put some ridiculous amount of hours into it. Has anyone who couldn't use a controller wirelessly before found that it's now OK with the latest update?
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