@nyanchan: It shouldn't be outputting to the clipboard unless it's set to clipboard in voice options. There might be some debug messages that wind up on the clipboard, but if everything is getting copied to the clipboard when it's set to screen reader, that's unexpected.
@brad: I'm confused by what you mean with the tutorial messages. It does tell you specifically to kick the crates and to duck attacks. Are you maybe pressing the information button when the instructions are up? That would skip everything that's left. Otherwise, I'm lost.
@Ironcross: I am still very confused by the problem with running. Can you maybe make a recording or something?
re: completion tags, I never really thought of that. I think it wouldn't matter much after the tutorials, but you do have a point that having to complete 6 without any indication as to which is completed would benefit from that information. Maybe a different sound when you move to an incomplete level?
@sean-terry: I admit that the end of tutorial 4 is tough. I'm not actually sure why I put in so many guards there... should I reduce their numbers, or maybe add an intermediate step with one or two, before throwing you to the mob?
Re: bars, that's the bit I've been most worried about since I made it, . I can think of one thing which might be making it harder than it needs to be. For now, you can get around that by playing tutorial 5 first. (They're in that order for a reason, though. I kinda want to swap 3 and 4, but you really need 3 first. Hmm.)
@Aaron: I tried to give a little bit of introduction to most of the characters in the tutorial and the scene at the beginning, but I can see how it might not be enough. Spectro is really under-introduced, ability-wise and character-wise. Maybe I should reveal one of the secret levels you already have access to?
OK, I think I need to explain the camera. I have considered, from the beginning, having the audio centered on the player(s) at all times, but this really isn't doable without lots and lots of remodeling. The camera is used for 3 things, and I tried to leave open the possibility for graphics in the future, so that's a fourth constraint. Audio, Braille, internal logic such as AI and advancing through levels, and the hypothetical graphics that will probably never happen. When you add just one more medium, you need to either have separate cameras for everything, or sync all of them. Since every game object needs to know where the camera is, this makes splitting them even more convoluted. At this point, adding an extra camera to separate audio from everything else would be a huge mess, because online already needs to be deterministic, and that means more camera shenanigans. It's not impossible, but it would be hard to do without breaking things.
And that is why your character gets off center at the edges of levels. If everyone hates this just that much, (even though this is how fighting games do it), I'll see what I can do. I'd encourage you to consider that being able to hear the edge of the level at the same time as a sighted player would as potentially useful information, but if it doesn't work, then it doesn't work.
看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.