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번역 관련 문제 보고
Do I wait for an update, or what's the idea?
UPDATE: Steam Achievements will be in the fixed version, coming in mid-March.
Thanks. Can't have an official game without 'chieves. ;-)
Thanks for the complement about the game looking nice. For your other issues:
1. You shouldn't have to click multiple times to get something to happen. Clicking on an object should bring up hints for that object. If you don't get hints, it would help to know which object you were having problems with. To pick up an object, though, you click and hold for about a second until the glow appears around the object, then drag it to where you want it to be. Note that when moving objects from the toolbox, you can just click and drag them upwards without having to click and hold (as a shortcut).
2. We had music running throughout the game at one point and 99.9% of everyone said "ENOUGH!" You must be in that 0.1% that would like it. If we get more comments from people saying they'd like music running throughout (maybe with an option to turn it off) we'll add it to our To Do list.
3. For this one, can you please give us more information? How are you trying to leave it? What's your system configuration (OS version, etc.)
UPDATE: We've tweaked the UI so picking up objects should be easier/faster, coming in mid-March.
Re: the music, the tried method seems to be to allow the user to set the music volume (all the way to off) in the options. The music that does play from time to time is sufficiently silly. ;-)
Scroll wheel: Zoom
Left click: Hint
Left click&drag: move objects
The inventory has "arrows" to click on, the "swipe" mechanic isn't really needed for it (but right-mouse panning on the inventory could still move it).
And yes, I've been thinking of an alternative to tap-hold for desktop. The issue is that there are three functions we have to support: Hints, moving the view of the room around, and moving objects. One of the main reasons we have tap-hold is so that if you try dragging the camera around and happen to click on an object, you'd inadvertently move that object instead of the view.
Open to suggestions here! We could let the player configure these. For example:
Left button - pick up and move objects
Right button - hint
Both buttons together - move camera view
But I think that would be even more awkward for most players.
Regarding the music, I'm adding that to our list for a future version.
EDIT: I see your suggestions, mendel, thanks. Could work.
In many 3D games, holding the right mouse button enables "mouse look", so a lot of PC players will already be used to this mechanic. (Though you may wish to introduce an option to invert the mouse axis for this, because then dragging right would mean "look right". It's easy to get used to, though, and there's no real harm done since feedback is instant.)
I can say this game is really different, trying to reconstruct these Rube Goldberg devices from just the parts alone is a real brain-bender different from the more sandbox-like "incredible machine", and the puzzles have been well chosen (so far as I've played).
Good suggestion on "mouse look".
And thanks for your comment on Rube Works vs. sandbox-like games. I know that TIM-style games are pretty common, but that wasn't the experience I was going for. My background is creating graphic adventure games, so I wanted Rube Works to feel more like that type of puzzle solving rather than a pure physics puzzler. And since so many of the interactions rely on an animal responding to an event, physics puzzler gameplay wouldn't be appropriate. I wanted to go back to the source of all these games and take inspiration from Rube himself, and let that drive gameplay.
Yes, that's possible if the collider of an object is between the camera and its string attach point. We took pains to fix most of those issues, but if you have trouble with a specific string attach point, please let me know and I'll take a look. Knowing how the scene is positioned at the time would help too. Thanks!