Well that sucks... The hand option was very... unreliable in the first. I hope it's been improved here... I'll get to find out tonight when I get home from work. =oD
I've mentioned the rotate a few times - it drives me mad. Not had a response yet though - but I can't imagine it's that hard to implement. Fingers crossed, if we keep banging on about it, we'll get a fix!
I think the hand works very well. Unlike the first one there are only times in chests so you don't have to click every barrel and coffin you come across. I much prefer it this way
Not very hard, it's actually just one line of code, I've looked it up before so there's hope! It drives me nut too..
Thanks for all the responses. Just to clarify some things~ -The game does NOT have crafting in at the moment, it should be included in a free expansion once multiplayer has successfully launched. -The hand icon is much better supported in this game. Simply go right up to the object/item/NPC/shop you want to interact with and press it. It works better than the first game (the first game was not designed for this, it was a later addition, and often you couldn't interact with the thing you wanted to as other things got in the way) -The game will have cross-platform multiplayer. This will require you to host your own game though or connect to a friend's. You can host a game directly from the Steam version of the game (coming soon) or through a 'server only' application for PC (and hopefully mac one day) which will be freely available to all customers. You Cannot host a game from a mobile device, this is due to all players being able to visit any map at any time so all maps have to be open and processing and my devices ran out of memory doing this. -There are many more quests in 9D2 than 9D1 and more dungeons, loot, monsters, etc. There aren't LOADS of quests as the game is more exploration based rather than quest based. I know it can be disorientating but please do NOT worry about quest markers~ It is based on exploration and adventure~ if you're able to kill the monsters in the place you find, you're probably meant to be there. If you get killed a lot, come back when you're stronger! The real reason is I couldn't figure out a way to do these efficiently within the engine and I knew they'd mess up a lot, which is why they aren't included, sorry. -I am working on compatibility, infact I had tried to submit several new builds to Apple the same day as I saw people on this thread talking about the game not being supported on their devices. It was rejected and after MUCH wasted time and contacting apple's technical support it turns out to be a bug on their side, which is out of my control. See the screenshot: https://dl.dropboxusercontent.com/u/15579799/applebug.jpg Unfortunately this will cause a delay in the compatibility update -Screen rotation was disabled due to previous troubles with 9th Dawn 1, which made the app crash if the user was holding the device the wrong way during startup. Please understand that I disabled this for launch incase people had similar issues as it gave us a very bad reputation at the time, as people were disappointed the app wouldnt start once they had purchased it. I know it's only 1 line of code but I am reluctant to change it until I have time to thoroughly test it. I know its annoying and I wish it was simple enough to just enable but please understand I'm playing it safe at the moment and I will do my best in future/soon as I know it must be annoying! -Lastly, please understand I'm just a 1 man team and I've worked on this solidly for the past 3 years around my fulltime job. For reference, we had 2 main developers for 9D1 but my business partner respectfully left during the early stages of 9D2 development. This is not me trying to make excuses, I'm just letting you know that I know it has it's imperfections and it can be improved in many ways, but I've done my absolute best with the time and resources I have. Please try to enjoy the game in it's current state and sorry about the areas in which it's lacking/annoying! I really appreciate your support, patience and comments, and I can't wait for multiplayer to roll out
Thanks for all the responses. Just to clarify some things~ -The game does NOT have crafting in at the moment, it should be included in a free expansion once multiplayer has successfully launched. -The hand icon is much better supported in this game. Simply go right up to the object/item/NPC/shop you want to interact with and press it. It works better than the first game (the first game was not designed for this, it was a later addition, and often you couldn't interact with the thing you wanted to as other things got in the way) -The game will have cross-platform multiplayer. This will require you to host your own game though or connect to a friend's. You can host a game directly from the Steam version of the game (coming soon) or through a 'server only' application for PC (and hopefully mac one day) which will be freely available to all customers. You Cannot host a game from a mobile device, this is due to all players being able to visit any map at any time so all maps have to be open and processing and my devices ran out of memory doing this. -There are many more quests in 9D2 than 9D1 and more dungeons, loot, monsters, etc. There aren't LOADS of quests as the game is more exploration based rather than quest based. I know it can be disorientating but please do NOT worry about quest markers~ It is based on exploration and adventure~ if you're able to kill the monsters in the place you find, you're probably meant to be there. If you get killed a lot, come back when you're stronger! The real reason is I couldn't figure out a way to do these efficiently within the engine and I knew they'd mess up a lot, which is why they aren't included, sorry. -I am working on compatibility, infact I had tried to submit several new builds to Apple the same day as I saw people on this thread talking about the game not being supported on their devices. It was rejected and after MUCH wasted time and contacting apple's technical support it turns out to be a bug on their side, which is out of my control. See the screenshot: https://dl.dropboxusercontent.com/u/15579799/applebug.jpg Unfortunately this will cause a delay in the compatibility update -Screen rotation was disabled due to previous troubles with 9th Dawn 1, which made the app crash if the user was holding the device the wrong way during startup. Please understand that I disabled this for launch incase people had similar issues as it gave us a very bad reputation at the time, as people were disappointed the app wouldnt start once they had purchased it. I know it's only 1 line of code but I am reluctant to change it until I have time to thoroughly test it. I know its annoying and I wish it was simple enough to just enable but please understand I'm playing it safe at the moment and I will do my best in future/soon as I know it must be annoying! -Lastly, please understand I'm just a 1 man team and I've worked on this solidly for the past 3 years around my fulltime job. For reference, we had 2 main developers for 9D1 but my business partner respectfully left during the early stages of 9D2 development. This is not me trying to make excuses, I'm just letting you know that I know it has it's imperfections and it can be improved in many ways, but I've done my absolute best with the time and resources I have. Please try to enjoy the game in it's current state and sorry about the areas in which it's lacking/annoying! I really appreciate your support, patience and comments, and I can't wait for multiplayer to roll out
All of my free time in the last three days have been consumed by this game! It is an incredibly vast world with difficulty that ramps up at a strong pace. The puzzles can be exhaustingly difficult, but I do enjoy the challenge! The basic controls upon launch were bit tedious for me but it has the option to customize them which I found to be great. I love the level system and the fact that you're not tied to one specific class but can branch out and try little bit of everything before actually going all into a specific style. This game is going to eat up my free time for weeks and weeks to come!
If this game ever gets compatibly for an iPad mini 1 with iOS 7 I'll definitely get. I already know that's an tall order lol.
This game is so much better than the first and the first was so good!! I love the ability to jump, it always seems in games that you can jump in you have more freedom. Multiplayer will be so cool!
First dungeon I'm stuck in the first dungeon(the one with the blood stone). There's a switch to move a platform that when triggered, guides you over a pit where there is a gate that remains closed. What's the trick?