RWK Release
The RwK Gold master for Android is currently submitted and is propagating. If no problems show up overnight, I will open it to general release tomorrow. (You won't be able to connect to makermall without the new version).
iOS is submitted and waiting for Apple approval.
Makermall has been cleared and is ready for uploading.
iOS is submitted and waiting for Apple approval.
Makermall has been cleared and is ready for uploading.
Comments
I'll still be leaving the old Kitty Connect level sharing up for about a month while I export all the levels, so if you continue to use the old version on iOS you'll have access there.
Note: Upgrading WILL destroy all your levels on iOS. Upload anything you want to keep into Kitty Connect on the old version, and I will be providing some info on how to get those levels for re-sharing after I update Boneyard.
However, if you share them into Kitty Connect, I will be able to get you the levels, at least, so that you can modify the ones that are easily modifiable, without having to recreate them completely.
In general, though, Apple's 64-bit conversion has been disastrous for any of my file formats that were not text files. A tiny bit of backwards compatibility from Apple, from time to time, would be very welcome. I wrote Hamsterball on Windows ME and it still can run on Windows 10!
1) Crystals don't show total amount picked up, only 1.
2) Lava kills the robot when it's flashing red.
3) Game crashes almost ceaselessly when revisiting an unfinished level. (I get it to load okay upon the 5th-or-so relaunch)
4) When facing left (or right) before launching the robot and then moving right (or left) mid-launch, the robot will continue to face left (or right) so in effect moving backwards mid-air. The robot used to abide by these directional movements
1) Will be fixed in the update
2) Intended. The premise of "kill yourself, then use the immortality time to bypass an obstacle" is a player-hostile exploit that can cause new players to abandon the game (or write me e-mails telling me someone uploaded a level that can't be won). I am working toward complete consistency here for players so that the game doesn't require a new player to read Nintendo Power's Konami Code Issue.
3) Hm... I'll have to look into that. Got any logcats for me? I'll PM you.
4) Is this consistent? A quick test with a simple test level here worked correctly, is there a special condition involved?
3) I have been struggling with getting logcats a few times but will try again.
4) yes. If you look at the simplisticly boring level I uploaded and launch upwards to get the two bitcoins, you'll see what I mean.
#24: The electric velcro powerup is displayed as a green note block in the pause menu.
#25: When a red monster touches a wall at the exact same time the platform under it disappears, it gets stuck instead of falling down like it should. This requires really precise timing, so I uploaded a simple level called "Red Monster Bug" in order to make it easier to reproduce.
#26: Through sheer coincidence, I encountered another bug in this level. Red boss monsters that only have access to a single platform rapidly turn around all the time.
#27: The number of times a level has been won doesn't seem to increase when I beat it.
#4 has not been fixed.
#28: Much like Mahjong Blitz, this game also doesn't always register that I've purchased the ad removal, so I seem to be having this problem with all your games.
#30: When entering a particularly long comment, there doesn't seem to be any way to see the whole thing before posting it.
#31: There's no way to directly get back to the profile screen from the message screen. This is inconsistent with the "Manage Account" screen where this can be done.
#32: An option to edit comments shortly after posting them would be nice.
Levels with lots of lava would have to come with epilepsy warnings.