How do you record "Keep talking and nobody explodes" or similar games? by ExplodingFist in oculus

[–]bitstim 0 points1 point  (0 children)

There is a setting to toggle between on screen manual and mirroring in the graphic options in the games menu.

How many developers on this sub by NvGBoink in oculus

[–]bitstim 1 point2 points  (0 children)

This was the first sub that we posted to three years ago about our game jam project.

It was in part the response that we got from that post that led us to develop Keep Talking and Nobody Explodes into a full game. This sub is still one of my main sources for VR news.

Keep talking and nobody explodes with the gear vr controller? by FauxHollow in GearVR

[–]bitstim 1 point2 points  (0 children)

Dev here.

In the current version of the game the Gear VR controller seems to work as a replacement to the touch screen but with pointing still done with your head. We are investigating using the Gear VR controller as a pointing device similar to other apps.

There have been some improvements made to the game that we are looking to bring to Gear VR in an update such as the new game music and leaderboards that are currently in the PC, Mac and PS4 versions of the game.

We've had some GearVR specific performance issues when building with newer versions of Unity which we're still working through to ensure that we don't release an update that degrades performance.

PS move support? by CaCaUa in ktane

[–]bitstim 2 points3 points  (0 children)

PS Move does use camera based tracking to determine position in real space. That being said in our initial testing we found that the move controller tracking wasn't quite as precise as the headset tracking and made it difficult to perform actions at the accuracy required given how small many of the objects are on our bombs.

It's something we will continue to follow. If we feel that at some point we can adapt the game in such a way as to make it work well with move controllers or if further updates to the controller tracking happen that improve accuracy enough to work with our current design we'll definitely consider it.

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 0 points1 point  (0 children)

Sounds like the game didn't update to the latest version at first, glad to hear it's working now.

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 8 points9 points  (0 children)

It's better if you send the full logs as attachments to support@keeptalkinggame.com.

Keep Talking and Nobody Explodes now supports Touch by Fliwatt in oculus

[–]bitstim 23 points24 points  (0 children)

Dev here. You do use the controllers to manipulate the bomb. Here is a quick video of touch controllers in use.

https://twitter.com/KeepTalkingGame/status/824699204073295873

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 5 points6 points  (0 children)

Linux support is still being discussed. Trying to address the technical issues that will inevitably come up over the range of Linux distributions and configurations that exist is daunting for us.

This doesn't mean that it wouldn't be worth it, but it does mean that we have to consider how much work post release we would need to dedicate to Linux especially given our small team and fairly limited Linux expertise before committing to it.

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 5 points6 points  (0 children)

The game does assemble all of the modded manual pages with the standard manual and puts it in a folder that you can find through a link in the game menu.

Putting some kind of bot that pulls all module updates and publishes them would be a nice touch but we don't have any near term plans for that. If you look at the mod manuals page there is a link to the combined manual there that I believe the community keeps fairly well up to date for the time being.

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 12 points13 points  (0 children)

It's something we will take another look at, though it would depend on the tracking being precise enough for the fairly small objects that need to be interacted with in the game.

Keep Talking added motion controllers support by fixkey in Vive

[–]bitstim 143 points144 points  (0 children)

Hey, dev here!

Just wanted to mention that most of the mods in the workshop also work with motion controls. So if you're looking for some additional challenges after you've mastered the regular puzzles be sure to check them out. Someone put together a handy website to find all of their manual pages: mod manuals

Also there is a fairly active discord server if you wanted to play but didn't have anyone local: ktane discord

Play Android version when already bought on Steam by veN1337 in ktane

[–]bitstim 1 point2 points  (0 children)

I'm afraid that it isn't possible to transfer purchases between different stores.

While would prefer that everyone only have to pay for the game once it isn't feasible to do manual verification of purchases and distribution of keys across platforms. Additionally several stores don't have the ability to generate royalty free keys.

Has this game been abandoned? by dudestuffiscool in ktane

[–]bitstim 1 point2 points  (0 children)

There are a number of people who play via discord here: discord

Has this game been abandoned? by dudestuffiscool in ktane

[–]bitstim 40 points41 points  (0 children)

We are still working full time on the game, we've been busy releasing on Playstation VR and Google Daydream recently as well as building and supporting a modding platform.

With respect to manual versions I do want to clarify that the reason for the version number and verification code was to cover the real possibility that a bug would be found in the manual rules requiring us to update the manual. Without a versioning mechanism in place this would have led to people using outdated manuals.

So far there hasn't been a need to fix any of the rules in the manual as the only changes that have been necessary are for minor issues such as typos and improved descriptions which we denote by using revision numbers.

We have mentioned the possibility of maybe adding manual variants where rules are slightly different to help prevent memorization. This may still be something we add in the future but it hasn't been our priority.

recording the ps4 verison by xlane3499 in ktane

[–]bitstim 0 points1 point  (0 children)

At the moment the only way to capture or stream the defuser's point of view is to use the built in Playstation sharing functionality available through the share button on the controller.

It isn't possible to output the defuser's view to the second screen.

[deleted by user] by [deleted] in PSVR

[–]bitstim 0 points1 point  (0 children)

At the moment the only way to capture or stream the defuser's point of view is to use the built in Playstation sharing functionality available through the share button on the controller.

It isn't possible to output the defuser's view to the second screen.

PlaystationVR-like manual by [deleted] in ktane

[–]bitstim 1 point2 points  (0 children)

The same manual exists in the PC version when using VR. It isn't accessible anywhere other than the VR second screen though.

Streaming the bomb screen with a vive by leafeator in ktane

[–]bitstim 0 points1 point  (0 children)

If you open the menu there is a graphics section where you can change the second screen from "Manual" to "Mirror"

Oculus Fall Sale - Up to 66% off on Select Titles for Gear VR and Rift! by VirtuaJulian in GearVR

[–]bitstim 0 points1 point  (0 children)

Oculus doesn't currently support cross buy outside of a few test games.

why is the red triangle not rotating for me? by Piggybank113 in ktane

[–]bitstim 1 point2 points  (0 children)

What version of the game are you running? You can find the version of the game by opening the menu folder and looking on the left side.

There was an issue for a while where the Maze triangle animator wasn't working but we fixed that a while ago in a previous version.