I’ve finished Gunpoint’s first patch and made it live on Steam this morning. Here’s what it fixes!
- Fixed a bug preventing the game from rightly chastising you for excessively punching the same guard.
- No longer possible to upgrade your trousers so much that they break the concept of linear time (divide by zero error).
- Ryan Ike is now more talkative on Mission 5.
- Fixed a bug that rendered the game unable to cope with how cool you look walking backwards into a subway with your gun drawn, leading to a crash.
- Fixed an interesting bug that caused problems if you played on two different PCs that have the same desktop resolution but different install drives. Well, not that interesting.
- Press F4 to toggle windowed mode anytime. This was already there, but we forgot to tell anyone.
But Tom, the fix I need isn’t any of those! Why do you hate me?
I don’t! I just haven’t had time to fix everything yet. This is my first game, and it’s reached an awful lot of people, and PCs are weird and different. We tested Gunpoint with over 5,000 people, but now it’s reached rather more, and it’s hard to catch everything.
This isn’t going to be a release-and-forget kind of thing, though. I’m working full-time to keep making it better now, and here are my top priorities:
1. Making it easier to change resolution
You can already change resolution any time between missions, but I realise the game doesn’t communicate that during a mission. So if you try a resolution on the first menu, then confirm it, then realise it’s wrong, then don’t see an option to change it mid-mission, it’s easy to panic.
Changing res mid-mission would reset the mission, which is why I left it out, but I think now it might be better to let you do that if you’re sure – or at least communicate how to.
I may also add a shortcut key to jump back to the resolution select menu in windowed mode, in case you get stuck in one that doesn’t let you click on the necessary things to do that.
2. Looking into a slowdown thing
Some people with fast machines are finding it runs slowly.
I have no earthly idea why this would be the case, but what I’ll do is put together a special demo that includes some options for changing the way the game handles the flow of time, the cursor, and the frame rate. If anyone affected finds one of these works, we’ll be on our way to fixing it.
In the meantime, it helps a lot if you can tell me your machine’s operating system and specs here.
3. A crash about ‘trigger deleted’
This is something Game Maker games have been known to throw up if they’re huge, or the system doesn’t have enough memory. Apparently it gets mixed up and starts looking for things that aren’t there – Gunpoint doesn’t actually use any triggers.
Again, I’ll try to put together a special test demo with a few things ripped out to see if we can at least determine a culprit. In the meantime, it helps a lot if you can tell me your machine’s operating system and specs here.
In order to bring Gunpoint to Mac and Linux – which is my intention but not yet guaranteed – it needs to be converted to Game Maker: Studio. This isn’t trivial, but once it’s done, it may solve a bunch of problems just from being a better suite. It may also run much faster on lower spec machines, which’d be awesome.
I’d much rather have your trust than your money, so if anyone has a game-stopping problem and would rather have a refund than wait for a fix, I’m checking with Valve to see if we can do that and find out how it works.
If you bought on Humble, I can do it for you right now – just write to me at email@example.com and tell me the e-mail you supplied when you bought it. Absolutely no trouble, no questions asked, and if I ever fix the issue, I’ll release a new demo so you can check if it works.
It’s only a tiny percentage of people reporting these issues, but that’s zero help if you’re one of them, so I wanna do everything I can to make it OK with you.