Not sure how feasible head tracking is for our development schedule. It's pretty cool, and I've always thought it would be fun to add to a game. Seen a demo where someone used Wii hardware to create head tracking, and I know the Kinect can do it.
We have resolution settings and an option to turn on/off HDR and other graphics settings. I don't know how well it'll run on an integrated graphics card (none here to test with), but there is a range of settings that should help.
I'll see if there is a simple and non risky solution to the sound overlapping issue. I didn't write the UI code, so I'm not sure what is involved to fix it.
My understanding is the leaderboard issue got fixed. Your scores were sent to the server, they just hadn't been copied to the correct database, which is why they didn't show up. They should show up now.
Sorry I don't. James is the one who handles the leaderboard code. Since I do Xbox and Xbox uses it's own leaderboard I don't have any knowlege of how they work on the other platforms. Last I heard James was looking into the problem.
I'm not sure what happened. At some point near the release of ST the resource for the ball got messed up and the reflection changed. It's still there, just really hard to see. As soon as I figure out what changed I'll have a fix.
It's kinda like the bag checks at Disneyland (or other amusement parks). They don't actually make you safer, they just make you feel like you are safer.
That may be a separate issue from the one I fixed. I'll look into it some more. I can think of a scenario where if you flipped one ball up and it hit another ball right away and bounced back it may go through the flipper. Would be timing specific, but if that's what's happening I think I know...
It's been over a year, but what I remember was I made the Xbox version the way it is (due to previously mentioned issues with profiles). The PS3 developer asked me about mulitplayer and I told him why we did it that way. Somewhere between him and managment the decision was made to make it the...
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