Tiny Brains > General Discussions > Topic Details
simondarveau  [developer] Mar 8 @ 6:48am
FOLLOW SPEARHEAD NEXT GAME DEVELOPMENT LIVE ON TWITCH!
Code named ''project cyber'', this game is another crazy experiment from Spearhead games studio! Rather than being delivered once it's finished, this game will be entirely developed WITH you and right under your very eyes!

How to follow the development? Easy, connect on Twitch every weekday, 7PM!
http://www.twitch.tv/spearheadgames


Want to play the game? Just give us your email and we'll send you a in-development Steam build for free so you can try it and see how it evolves as we go!
http://www.spearheadgames.ca/cyber/
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Please fix your game, the online is buggy, if we select continue nothing happens.
Cool_Myll Apr 1 @ 2:06pm 
Fix the online issues of this one first
Siu Fung (SHG_Phil)  [developer] Apr 1 @ 7:50pm 
We're going to work on the online issues of Tiny Brains. Hopefully, we'll have a patch out by the end of this week.
Cool_Myll Apr 2 @ 1:18am 
Thanks. Looking forward!
❤ ƒůđåяů ❤ Apr 2 @ 2:08am 
Please do! Thanks.
I guess you could go ahead and create a modular input manager for reconfiguring the keys. And you could use the Tiny brains as the developing ground.

First thing you would need to take in to account is to make a little if -statement on the code, that closes the "load from default settings" -partition, that checks if there is no configuration already. This will allow you to load the settings from the RIGHT PLACE, since at the current state YOU ARE ADVISING US TO CHANGE THE DEFAULT KEYS FROM A FRIGGIN CONFIGURATION FILE. With this new method, you could also DEFINE THE ACTIVE CONTOL SYSTEM, and by that YOU ONLY NEED TO HAVE ONLY ONE CONTROLLER TYPE IN THE CONFIGURATION FILE that is UPDATED ALWAYS WHEN THE RECONFIGURATION MENU IS EXITED.

Now, how do you add key configuration in UDK, I am not sure, but I am sure that it is one of the BUILT IN FEATURES OF UDK, as Unreal Tournament 3, that was the "example game" does have this EXTREMELY IMPORTANT FEATURE FOR PC PLAYERS. And if you think you can't implement it, then let me tell you about Unity3D (TM). Unity is a gaming engine that is about to publish it's fifth iterration, and it also seems to be focused around the filosophy that "there is no need for ingame input configuration". This is provided by the fact that this fifth iterration includes for example an easy way to upload ads to games, and DLC implementations, but still there is no method for defining the "virtual buttons" that are saved in an encrypted file. And with a scripting experience of not more than half a year, I have scripted fully functioning key binding system for that platform that specificly wants tou NOT to do something like that. Now, that said, I do not think you "could not" do such functionality, by being able to create a game in UDK with probably bit longer experience, and the fact that UDK has that functionality built in, but I HOPE to assume that you have just been IGNORANT on this matter rather than SPECIFICLY BEING UTTERLY COMPLETE [excrement exhaust hole]S!

And if you want to, I am at the current state looking for a job on the bussiness (rather as an animator), so I have no problem coming over and forcing myself to learn to create such functionality if you are "incapable of doing so". Not that it would be my "dream job", but there are some things one has to do oneself, if others are incapable of understanding just a little basic logic.

[EDIT:] after that functionality implemented, and the netcode fixed, I could think to be looking in being collaboration with your next development cycle. Not before, and I would advice the others to do teh same.
Last edited by Sir.Hyrrämyyrä[NoobieDoobie]; Apr 5 @ 9:47am
Siu Fung (SHG_Phil)  [developer] Apr 5 @ 4:13pm 
Thanks for the info and job proposal. We'll take everything into account for the next proposal. Good luck in all your future endeavors.
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