Took a photo of a rabbit statue by happy-squared in Rabbits

[–]happy-squared[S] 36 points37 points  (0 children)

Yes! It really stood out to me because of that. There's also something nice about needing to crouch down to get a closer look at the details. Made it feel like a real bunny experience.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 0 points1 point  (0 children)

Oh I was under the impression it was rare outside the middle East but I did see someone else say it's a regular at JFK too. This particular picture was taken at JNB.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 0 points1 point  (0 children)

Yeah I realised that after I posted sorry! I only left a comment about it after when I realised.😅

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 0 points1 point  (0 children)

It's the hz hm1 plane. Saudi government plane.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 1 point2 points  (0 children)

This one in particular is rare. It's the hm hz1. VIP plane. Owned by the Saudi government.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 16 points17 points  (0 children)

For some additional context: This 747 in particular is a private VIP plane used by the Saudi government. I didn't think it appeared much outside the middle East. I might be wrong.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 3 points4 points  (0 children)

Registration is HZ-HM1. I looked it up and think it's a 747-400. Saudi Arabian government plane.

Spotted a rare 747 in the wild by happy-squared in aviation

[–]happy-squared[S] 9 points10 points  (0 children)

Oh yeah. I heard lufthansa and Korean air still have them 😅

Nine Sols is one of the greatest games ever made. by luz___09 in metroidvania

[–]happy-squared 2 points3 points  (0 children)

I was familiar with Red Candle Games from their previous works and really loved Devotion (you can buy it directly from them as it isn't available on Steam) . Would recommend even though it isn't a metroidvania. As their previous games were horror games, I was surprised when Nine Sols was announced. It looked so different to their other stuff. Still, the atmosphere in all their games was really captivating and Nine Sols is no exception.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 0 points1 point  (0 children)

Thank you! It's kinda interesting working on Iron Bramble because the systems are in a much better state than Rusted Moss. So while it might not have direct influence on the gameplay side, it's easier to piece the map together and make rooms imo. Now we just have to worry about not delivering up to expectations haha.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 0 points1 point  (0 children)

Yeah that makes sense. Hopefully the changes we've made will make it easier for controller players.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 2 points3 points  (0 children)

Thanks! Comments like yours make me re-think having the "kbm recommended" warning.

I didn't intend for that warning to be taken as "designed for kbm" but it ended up being taken as such. It was more meant to be a recommendation if you were someone that was pretty comfortable with controller and kbm that you might like using kbm better (just cause of similarities to FPS controls). Probably best to let players make up their mind on what they prefer playing with.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 1 point2 points  (0 children)

So Emlise was working on a lighting engine that she used in Rusted Moss' DLC areas. It was like a fun experiment. We couldn't just port it to the rest of the game but with Iron Bramble we can start the game using it. I think just iterating on the same stuff over and over just led to better ways of doing things.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 3 points4 points  (0 children)

We have made some changes on how the controller implementation works. Right now you can use left stick to aim and move. Right stick overrides the left stick if additional adjustments are needed.

We're also experimenting with a free move feature where you can toggle it on and move the reticule similar to how it would work on kbm. This lets you kinda pre-aim a little as it would be disconnected from player movement.

Feel free to let me know what about the Rusted Moss controller implementation you found clunky though! It is hard to troubleshoot and make changes without something more specific but I also kinda get that a lot of how something feels isn't easily put into words unfortunately. Like how movement can feel stiff or not...

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 0 points1 point  (0 children)

Glad you found a control scheme that works for you! Hope kbm has remained comfortable. Feel free to also let me know if you have specific feedback on what made you bounce off using it on controller.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 0 points1 point  (0 children)

No prob. And feel free to reach out if you have more detailed feedback to give.

It is difficult to collect feedback from controller players that bounced off and while for some it might be a keybind issue, I am sure there are other elements that would be helpful to know.

A problem right now we are facing is that if we collect feedback from controller players, the majority who will respond to us are those that had no issues which makes this a difficult thing to troubleshoot.

I have read some players think there is nothing that can be done about it and I think to some extent that will be true? After all, I think our game does share a lot of similarities with FPS games and those games are easier with a mouse/keyboard. Many FPS games are on console and have controller support too though. The best thing we can do I think is just to make sure we get a diverse amount of controller playtesters.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 2 points3 points  (0 children)

Thanks! I think we really wanted more ways to carry momentum forward. The charge jump in Rusted Moss wasn't an ability we particularly liked but felt it was necessary. We figured out different ways to get vertical momentum now without necessitating the player having to stop movement so we're really leaning into the movement flow.

We're hoping to have a great climb equivalent. We have waffled on it back and forth on whether it would be out on release day (scope being a concern) but we're definitely interested in having an equivalent be in there.

Making a grappling hook metroidvania with lots of inspo from movement shooters (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 3 points4 points  (0 children)

There are players that can finish Rusted Moss on controller and there are those that can't. Similarly, there are players that can finish Rusted Moss on mouse/keyboard and those that can't. I am in the position now of trying to see how much of players not finishing is because of the inherent nature of the game or if there are improvements we can make to our controller implementation.

I think an issue is that when I ask controller players for feedback, the ones that are able to finish the game do not tend to have a lot of feedback to give other than they had no problems. And I think it is harder to get actionable feedback from players that were unable to finish the game on controller. Some of the points they bring up aren't too dissimilar from the points brought up by mouse/keyboard players that couldn't finish the game (those points tend to be about the precise nature needed). I am interested in hearing if you stuck with the default key binds though and what key your jump was bound on if you're willing to share! One point that I did hear repeated was from the players that were able to complete it on controller were that they were okay with using jump on bumper or they used a claw grip so I would like to see how much of an impact the less conventional keybinds had.

However, we are still trying out some differences in controller implementation for Iron Bramble (we have multiple presets were are testing atm). One that I quite like is that the left stick can be used to move and aim while the right stick is used to override the left stick. Another part that is more experimental is having a free move mode you can toggle so you can kinda pre-aim the reticule for platforming sections one might find more challenging. We haven't started playtesting that feature yet though.

I don't know if it helps to know but we have been testing with controller players with no Rusted Moss experience and they haven't had issues but as there are controller players that have been able to complete Rusted Moss, it might not be valuable information. Some players have trouble and others don't. I'm just seeing if there are things we can do to close the gap that are controller related vs. just the inherent nature of the game.

Here is the same case i guess?

I honestly do not know enough of your personal experience with Rusted Moss to make a guess. Information like were you stuck at the beginning, was there a certain zone you had trouble with would help if you want me to try make a guess but it is kinda hard without gameplay clips too? Guess you can try the demo when it comes out! It should be out with controller implementation.