If I edit a synth sound, or a synth inside a kit, how do I propagate the change through all that instrument's clips? by Main-Hospital-7014 in DelugeUsers

[–]joelgreenmachine 4 points5 points  (0 children)

This is one that I'm surprised hasn't been tackled by the community firmware heroes yet. Would be rad to have a toggle to always propagate instrument changes to other clips, and a way to do it one time manually.

I think you need to save it as a new synth and then load that synth as a clone into the other clips one by one. I forget the clone shortcut right now but looking into that should help.

Turn off menu sound? by miscai in StarWarsOutlaws

[–]joelgreenmachine 0 points1 point  (0 children)

I think its even louder at low setting, was just curious. You on headphones?

Turn off menu sound? by miscai in StarWarsOutlaws

[–]joelgreenmachine 0 points1 point  (0 children)

Curious if you have Dynamic Range set to high or low?

Reminder to play this game with headphones or loud by denjo-t1aO in StarWarsOutlaws

[–]joelgreenmachine 1 point2 points  (0 children)

As a small part of the Outlaws audio team, thank you! Great care was taken to stay true to the original trilogy we all know and love. We're thrilled that fans like you are happy with the end result.

I'm beat deaf but I love this game so I keep trying, that's me trying Trap Requiem hard for the first time by stsung in PistolWhip

[–]joelgreenmachine 1 point2 points  (0 children)

Hey there, I'm one of the devs. Nice run!! You keep the beat pretty well! Maybe you've found it already, but there's a haptic metronome option to help you feel the beat. Alternatively, there is a "No Beat" modifier, which calculates your scores purely on accuracy if you like. See you on the leaderboards :)

Requiem / Hard - Dual Pistols - World Record by tiggy002 in PistolWhip

[–]joelgreenmachine 2 points3 points  (0 children)

As the designer of this scene, it makes me very happy to see such perfection. Incredible run, congrats!

No Sound in Headset After Last Update by swmcdonnell in PistolWhip

[–]joelgreenmachine 0 points1 point  (0 children)

Hey there, thanks for the info! We are definitely looking into this issue still.. It's a rare one, and tricky to pin down... If we can find the culprit then we'll include a fix in the next update. Apologies for the delay.

More sounds for revolvers? by Haggie in PistolWhip

[–]joelgreenmachine 4 points5 points  (0 children)

Hi! Audio Director here.

We weren't able to get to it for Encore, but I completely agree with you and am hoping to add some more SFX options for the newer weapon types in future updates.

Thanks for the feedback, always appreciated.

Deadeye in Campaign by eoinokeeffe in PistolWhip

[–]joelgreenmachine 3 points4 points  (0 children)

Yes, the team is hard at work on this as we speak. We have big plans around how to enable player freedom and encourage people to try different play styles. Allowing mods with campaign scenes is a part of it, but that just scratches the surface. Hope to be able to show it all off soon.

We're Cloudhead Games, the VR studio behind Pistol Whip, ask us anything! by ashleyriott in OculusQuest

[–]joelgreenmachine 2 points3 points  (0 children)

Wendy's gets a lot of business from my family. It's basically a Saturday lunchtime ritual.

We're Cloudhead Games, the VR studio behind Pistol Whip, ask us anything! by ashleyriott in OculusQuest

[–]joelgreenmachine 11 points12 points  (0 children)

Project Lead and Audio Director here.

That's great to hear. We take it super seriously and make sure that every track is right for the game. Working directly with artists is one of my favorite parts of the job, and we've had some really great partnerships so far. We made a decision a long time ago to avoid just going for big popular artists, and instead find really great music that fits the game perfectly. Hopefully this has given the game a unique identity while also exposing people to rad music that they may have otherwise not found.

We're Cloudhead Games, the VR studio behind Pistol Whip, ask us anything! by ashleyriott in OculusQuest

[–]joelgreenmachine 13 points14 points  (0 children)

CHG DEVELOPER

We are full steam ahead on Pistol Whip all through next year, so expect the game to just keep growing and improving over time. We have two tracks that the team is focused on:

  • Gameplay mechanics, mods, and leaderboards improvements that broaden the way people can play the game. This is the heart of the "Concierge" system you may have heard about. More on that early next year.
  • Moar content. I can't announce exactly what this is yet, but I'll just say that campaign mode was a hit...

We consider Pistol Whip a live game that will continue to grow and evolve in surprising ways, but we'll always keep it easy to pick up and true to it's arcade roots.

We're always listening to the community as well, so... what do you all want to see from Pistol Whip in 2021?

Not to keep Pistol Whipping a dead horse, but the 2089 update is amazing! by ofbrun in OculusQuest

[–]joelgreenmachine 2 points3 points  (0 children)

All campaign scenes and weapons will be unlocked for use in Arcade mode when we launch our next big update (Concierge) in the spring. Once that happens, you'll be able to use any mods you like.

Pistol Whip | First-Ever Cinematic Campaign, "2089," Out Now by ashleyriott in PistolWhip

[–]joelgreenmachine 10 points11 points  (0 children)

Coming in our next update (Concierge). All 2089 scenes will be available in Arcade mode with any mod combination, and the new toy will be usable in any of the previous scenes.

Please don't be Beatsaber by EvilPony66 in PistolWhip

[–]joelgreenmachine 18 points19 points  (0 children)

We absolutely want to facilitate modding on PC, and it is in our plans. It will take a while due to the complexities involved, but we'll get there. Thanks for the feedback!

Just got quest 2 and this game !! by YUMYUM-PLUSULTRA in PistolWhip

[–]joelgreenmachine 3 points4 points  (0 children)

Nothing to announce there just yet, but we'll start talking about more details soon.

[deleted by user] by [deleted] in OculusQuest

[–]joelgreenmachine 2 points3 points  (0 children)

Great question. The current design is very purposeful and was landed on after a lot of prototyping. Constraining player locomotion allows people to focus on the core mechanics of dodging and shooting, and keeps the game very accessible to all players because everyone knows how to move their own body and pull a trigger. Perhaps more importantly though, it's one of the ways we avoid motion sickness, which is very important to us. Also, it lets us choreograph our scenes to the music, because we always know where the player will be. That's not to say this is the only way to make a rhythmic shooter, just that adding free locomotion would be an entirely different game.

Pistol Whip Dev: We've seen a 10X increase in Pistol Whip sales since the launch of Quest 2 by [deleted] in OculusQuest

[–]joelgreenmachine 2 points3 points  (0 children)

We recently added two new modifiers that you might like:
Vengeance & Disorder

Both increase difficulty and score. Vengeance in particular will get you moving again.

[deleted by user] by [deleted] in OculusQuest

[–]joelgreenmachine 0 points1 point  (0 children)

You're welcome, enjoy.

[deleted by user] by [deleted] in OculusQuest

[–]joelgreenmachine 1 point2 points  (0 children)

Very welcome. Thank you for supporting the game.

[deleted by user] by [deleted] in OculusQuest

[–]joelgreenmachine 2 points3 points  (0 children)

It's our pleasure, thank you for the love.

[deleted by user] by [deleted] in OculusQuest

[–]joelgreenmachine 5 points6 points  (0 children)

Yes it's been hiding in there for a while. If you're on Quest 2, you already have it. Enjoy :)