TroubleShooting Tip - Xinput Controllers - Non Responsive Left Analog Stick
I spent some time with a user working on troubleshooting the left thumb stick
and We believe we got to the bottom of it.
A few users have had problems with the Left Thumbstick axis, granted this has affected a small number of users, it was stil la concern.
Turns out, the solution may have been extremely simple, silly and something i wouldnt have thought of on my own.
The user I worked with reported initially that the controller worked more of less as expected, However He later discovered that he too had an issue.
I asked what might have changed and as it turns out He had a Joystick also plugged in.
He removed the joystick and restarted Tyrfing Cycle
And the Xbox Controller worked Again..
If you are having issues with the left analog stick it might be due to how the present framework interperets it.
My theory is that it may detect the other controllers thumbstick.
To test this I launched up on my Windows 10 machine with my Xbox controller and My Logitech F310 plugged in (in direct input mode)
As it turns out - The xbox controllers left thumbstick ceased working, BUT the logitech controllers left thumbstick did work.
I now have an understanding of what may be the cause.
For the time being, until a software solution is found and implemented, please insure that ONLY the xbox controller is plugged in.
Ill be posting this in the forums shortly after and I hope this helps you guys out.
Please stay tuned for future announcements, we have some pretty exciting news coming
Kind Regards -
DemonSwordGames
Developer log - CPU migration
Hey folks, I wanted to write this message as a courtesy announcement
Im going to be migrating to a new computer (well not literally new, rather different) The laptop im working on is by in large in desperate need of formating,
I avoided formating and updating for fairly important reasons
-Formatting is time consuming, and backing up and restoring files is usually more time consuming.
-Updates arent guaranteed to improve your pc and if you get your updates too early, you may encounter problems that dont yet have work arounds.
Im going to be doing work on both my macintosh and windows systems.
So If I seem unresponsive, thats likely why. Im migrating work from one macintosh to another that I recently managed to restore. I formatted it and put a brand new install of lion onto it then updated to sierra. So this process will take a day or 2.
I am looking at some new alternatives that should allow for mac support in the near future and full windows 7 support without requiring installation steps.
After a lot of talking with 378, we are considering just migrating to Unreal.
Which isnt the most difficult thing in the world by any stretch but may take a fair bit of time.
This is not a concrete decision yet, but should we go that route we will
Maintain the existing build, but post new builds in unreal as they are made available to coexist until the transfer is complete.
So, ill be in touch shortly with some new updates, Special thanks to shade00, brutal zealot, Hariwulf, Enix, Superdope and everyone else who have been putting in a lot of time to keep me informed.
I like to think we're in this together, so I absolutely adore and appreciate your support so far
thank you very much!
Updates - Weekend of Friday the "Tyr Teenth"
Friday the 'Tyr'Teenth-- Upcoming updates and patch notes ----------------------------------------------------------------
Updates are being applied Weekend of : January 13th -15th This update will be applied during days Jan 13- Jan 15 with the primary update applying on the 15th.
Additions to combat ------------------------------------------------------------------------------------------- Demi/Mini Bosses Super tough enemies with a life bar, although not present on every single runWith the addition of new moves and new ways to stagger enemies it has become very easy to take on enemies 1 by 1
Semi/Mini bosses are an addition to help the pace a bit, where you will be in a scenarios fighting 4 or 5 foes at once They're almost a 'break' from the action while still offering a different kind of challenge. New combat Scenarios
Some stages have Large Rooms that lock until enemies are cleared, others will pin the camera more or less in place and confine you to a percentage of the room allowing you to push forward by dispatching enemies.
Repeating Level 1glitch (fixed weeks ago)--------------------------------------------------------------------------------------- Fixed this weeks ago, but I thought Id clarify again - this one stumped me and it happened mid last week. I test things in dev mode so this is why it went unnoticed, but basically it reassigns the stage to the first one constantly. Not good! - Culprit? - Well as it turns out I saved a level configuration script to the incorrect folder. I was producing a browser compatible demo in a new folder but when I saved the file it saved to the main game folder and overwrote it.
When dummy me figured that out it was easy to fix. But the past few days, well I just assumed it wasn't that that caused it.
Special thanks to Jonaswashe for bringing this to my attention, this was brought up before in the forums and I had thought I fixed it, apparently not. Thanks to all of you in the forums for all your hard work!
Upcoming Items - These Items will be added in this patch AND the next one in 2 weeks -------------------------
Rainbow Spirit Dye Instead of one steady colour rainbow spirit dye alters the colour of your spells constantly. Its actually quite a bit of fun :-)
throwing Knives A weaker item that uses less mana and can be thrown more rapidly.
Healing Disir Follows you and occasionally drops hearts
Umbra Release is back This has been a difficult spell development wise. Mostly because every update breaks it lol
Piercing Needles Necroplasm needles that pierce enemies and are thrown in 3 round bursts.
Homing Needles Needles that are guided magically towards their targets.
Elvish Runes There are 6 different ones and they operate in various ways as passive effects such as infinite mana
health regen, berserk mode on low health, etc
Soul coils There are 6 different ones Operate like Liquid souls but offer their own unique effects. Spirit coils
all offer a health regen and their corresponding liquid soul can be upgraded to a Soul coil
Game pad updates (ongoing) ----------------------------------
DS3 for Windows and DS4 for Windows - I notice that a lot of folks are using DS3 for Windows and DS4 for Windows. with varying degrees of success. I do plan on supporting these applications and am working on getting a bluetooth dongle so that I can test my DS3 and DS4. I presently cannot test directly I have a couple of players helping me out with that.
A lot of folks make the assumption though that these programs make the control act as an xbox controller when that is only a skin deep analysis. All gamepad emulation programs work a bit differently But all in principle are like language translators. Only instead of translating German to English they're translating Triangle is down to Y is down.
I sent emails to dev support for those applications, I have so far not received a response.
Warning - Until then I do not support this application officially: if you absolutely HAVE to use a dual shock 3 or 4 to play this game, please hold off on buying it until this is resolved. The game is built for keyboard and mouse first, give that a shot it works great.
Xbox 1 controller - Ive been told that the xbox1 controller is essentially the same as the 360 with some additional inputs. Im not 100% sure on that though since my friend in Germany says he cannot get the thumb sticks to work. As a result I'm working on getting an xbox1 gamepad. but please understand the budgetary restrictions. Im not trying to throw excuses but I'm just a dude working in his dining room. I haven't received any income yet from this game, (although I should by the end of Jan or Feb) and am recovering from the loss occurred by the previous publisher on Vanilla.
Once I get an xbox1 gamepad, I can support it, until then please use a 360 or mouse and keyboard.
I will be discounting the price until then due to this issue
This one is pretty straight forward, I disabled the right click context menu and made right click function as the Magic release button.
Higher Frame Rate (applies Jan 3rd 2017) ------------------------------------ The game is now Native 40 fps rather than 30. his higher frame rate will make things more responsive and smooth, but also a bit more difficult as projectiles move quicker and openings for attack are smaller. The difficulty change is not huge though.
Performance Options (applies Jan 15rd 2017) ------------------------ Performance options have been added to help people with frame rate dips should they experience them. By in large, the frame rate dips and crashes seem to be isolated to people using DS4 windows or DS3 Windows I cannot and will not support a 3rd party application, no ifs ands or buts. I did email the developers of DS4 Windows …And got no response… at least not yet.
The performance options include -
Disable parallax scrolling - This does what it sounds like, less moving objects means better performance
Graphic reduction - This pixelates the images and animations more so that the cpu uses less memory
FPS matching - This tracks your frame rate, if the frame rate dips below target it adjusts the speed of game flow This feature is early in development, but it makes the game feel faster, but doesn't really change the fps
I want to clarify a misconception. DS4 windows dos NOT disguise your ps4 controller as an xbox controller, but it essentially acts as a middleman. When it detects that the X button is pushed, it sends a message to the foreground application to behave as though the A button on a 360 controller had been pushed. It does not fool windows into thinking the controller is an xbox controller. It is essentially a 2ndary application communicating with mine, in theory it should work fine, but in practice in may not.
Again, I am going to do my best to support this in the future, The first step will be to obtain a blue tooth dongle so that I can connect a ps3 or 4 controller to my PC, - but until then, either get the correct controller or use mouse and keyboard.
New Trading Card Series (applies Jan 19th 2017) --------------------------------------------------------------------------- The next set of trading cards is coming soon, which will be replacing the old set of trading cards.
New price(applies on Jan 3rd 2017) ------------------------------ Im still relatively new to the steam platform and so i definitely made mistakes. but of course Im happy to not only acknowledge but eat those mistakes.
Those of you who got in on day one at 7.99 and 11.99, Ill have something for you special later in the year for your support.
5.99 is a little bit less than originally planned but since the game is unfinished here is the overall plan. However this decision was made due to the fact that the game is early access AND I presently do not support all gamepad types. As features are added the price will steadily increase to the target release price
I also have to accept the fact that both DSG and 378 (dev and publisher) are brand new. We don't have any reputation (yet) be it good or bad, we don't have networks of connections and we don't have thousands of dollars to fork into advertisement (on top of that it is early access still)
Acknowledging that, we both agreed to this model to make the game less daunting to new adaptors I want to encourage people to get on board early because it is the best price.
Here is a peak at a new gameplay and compilation video Im working on:
https://www.youtube.com/watch?v=BkljWPrGQQQ&feature=youtu.be
These updates will be applied over the next few days, so keep in mind you might not see them all at once, but the video above will give you a good preview of what is to come.
Happy Thors day ~ Weekend Update
Happy Thor'sDay! - Major update #1
note - the update is uploading via steam works now, but keep in mind that I have....insufferable upload speeds lol. That said these updates may not apply for a few hours, the upload should be completed and applied by 10 pm EST
Folks seem to be very receptive to the new emphasis on killing S*** to the point that when I watch people play I notice that they seem
to want to kill everything on screen, which is the behaviour Ive been gunning for.
With this comes new found confidence in a more combat centric game, a friend said to me I should go a bit away from the platforming focus
and go more towards an "Isaac May Cry" Sort of approach.
In other words, keep the synergy, pick ups and power ups intact, but increase mobility and options for swordplay.
Bear in mind that of course change is a slow transition and there were things I had to address first
Gamepad support Some folks have been getting errors with Dll files, Ive done what I can to work with them into reaching a resolution
but there are some limitations. Im going to discuss the situation here and hopefully keep everyone in the loop.
The Dll reference files "xinput1_1 through to xinput9_1" are used to communicate with the Xbox 360 gamepad, its essentialy what allows my software to communicate with their software and these files are proprietary to microsoft.
source : https://github.com/x360ce/x360ce#system-requirements
Ive updated the installer to include new redistributable files which are listed on the link above. Incidentally, that link will be more helpful than I ever could be.
new Achievements There are a few new achievements such as the nerdy 'Amaterasu' achievement. There are 3 total new ones, however
there are a number more coming soon which are tied to "Rune Challenges" hidden in each stage.
Less 'cool down' between moves I cut the cool down factor in half which means you can attack quicker. This doesn't mean you can just mash buttons or click like a madman (or mad woman) but it will make the game easier for newbies. This cool down factor applies to side arms (throwing weapons) as well. You can spam them quicker if you so choose.
Increased frame rate there is a 20% increase in frame rate, I can increase the framerate further but I want to see how people take to the 20% boost first. Increasing it much further would require a lot of 'retiming' and major adjustments to the animations. This is something I'm willing to put the time into doing but I first want to see how folks react.
New Ability - "Dash Stab" Click or press X during a forward dash to perform a Dash stab, a swift but effective move which allows you to keep your
distance. This move isn't great for getting big combos, but effective with dispatching enemies.
https://youtu.be/ifTm9K0lok8
New Ability - "High Time " Click (or press X) and hold. Also Hold Down, S or K (the down direction) Release X or your Click while still holding down. This will cause hervor to slash in an upward direction. If an enemy is significantly stunned, this move will launch them upward.
New Ability - "Multi aerial slash " You can do 2 aerial slashes now rather than just the one.
Eventually this will transition into several aerial moves
https://youtu.be/L7oBU60mUdc
These new moves are still being tweaked, so I expect them to not work perfectly, that said I went ahead with this update because its been 2 weeks already since launch :)
Glitch - Loki Room Spawns you in wrong spot This was a mistake with the room number you're supposed to spawn back to, this issue should be resolved, although ill have to run more test runs this evening. Be on the look out guys :-)
. Glitch - Stage 3 secret Spawns you in wrong spot same story as the loki room, should be in working order ;-)
. Glitch - Cutscene save and crash This was a weird one, but I figured it out, it didnt happen to everyone, and thankfully it saved your meta progression. BUT it still sucks that it happened. There was an issue passing a variable here that could happen at certain points because ... computers...
Anyways it has been addressed.
There will be a series of small updates from Dec 26th -> Dec 28th All major patches are followed by small patches to address the bugs the fixes may inadvertently create
Demon Sword Games will be closed for business from Friday Dec 23rd - Monday Dec 25th, for obvious reasons lol (I plan on stealing Christmas…)
~That said, if you are an owner of Cycle of Tyrfing |Vanilla| you can still message me in regards to upgrading I will still respond.~
Whats coming up next?
Online Demo-------------------------------------------------------------------- We will be offering a demo hosted on Kongregate and Newground, this demo will feature the first stage, first boss and operate at a smaller resolution
Rune Challenges Rune challenges will be hidden in most stages. These are little mini challenges that unlock achievements and opportunities to level up.
More Achievements Naturally.
JotunHeim Jotunheim is the 2nd phase of the game, those who struggle on Helheim should get in as much practice as possible because Jotunheim is when s*** gets real.
New enemy types Banshae Witch Can teleport and uses long reaching sweeping attacks
Belraag A Fire Themed variant on the Troll
Imps Keep a distance and lob plasmids at you.
Banshea Witch trading card sketch
Returning and New Bosses Hati - a Lava themed Wolf
Durjol - a Demonic Mask that uses fire and lava based attacks
Angantyr - A humanoid character (see trading cards)
Laughee - an ice themed Centipede
Imp trading card sketch
New Side Arms Some new side arms are in production, this includes a serpentine/Sinusoidal Projectile, a bouncing projectile and a homing projectile.
Trading Cards - 2nd Series Trading card collectors, take heed, A number of Trading cards are discontinuing as of January 15th 2017 and being replaced with a brand new set of cards
New Sentinels This build features 5 sentinel, there are 5 more in production. Including one that drops Stone hearts, One that drops mana, one that drips lava and more.
New passive effects Including a 'rainbow mode' which makes your magical attack different colour
Tyrfing Cycle will have over 150 different items upon completion
Flash Sale --------------------------------------------------------------------
To Celebrate the first major update, We are discounting 50% for the next 48 hours Starting Friday Dec 23 2016 at 5:00Pm EST
UPDATE: We will have to hold off on the Flash sale, apparently this is against Steam Partner rules as Steamworks prevents us from enabling it. I apologize sincerely for the inconvenience, we will launch a big discount soon ~ This is due to inexperience with steam works on my and 378s behalf. sorry ^_^
EARLY ACCESS LAUNCH - Got butterflies in my stomache - wish me luck!
The game has launched! ZOMG !
Read the previous update exact details, this is the Readers Digest Version
1) This game has been overhauled from the ground up.
> Mechanics have been added, tweaked and/or altered altogether
> The games emphasis is more on dispatching enemies rather than platforming
> Random elements are still in play but their circumstances and occurrences are more controlled.
> 100% of environments are redone from the ground up using some elements from the original game
2) This game has limited Edition Trading cards available until Jan 15 2017. Get em while you can!
3) This game is still incomplete > I greatly appreciate everyones help so far and hope that you guys will continue to cooperate and assist me ^_^ . Ive worked on this right up until, well 10 minutes ago.
Game development is not a perfect science, its amazing how you can change one minor thing and break something seemingly unrelated. That in mind, please report bugs to the bug thread Ill be starting in the next hour, until then please comment below.
4) I outlined our PR and customer service rules in the previous update and I will make a forum post about it and pin it as well.
Thank you so much for your support!
image had to be edited - new releases cannot discount < 40% apparently. Sorry
Recent Build Report - 12/09/2016
-----------------------------------------------
number of test runs - 4
Game breaking issues- 0
issues - 3
bug 1 - Occasionally the Hit number text says NaN
Occurs about once every so many 'quick counters' estimated 1/50 times
It's strange and should be fixed, but not game breaking
- Possible cause - Recently updated the font and the damage calculator, new variable might not be registering correctly. Oddly enough the hp lost is still a real number, it seems only the display is effected.
bug 2 - Effects - Xbox 360 controller keybaord input
- Game over screen doesn't always register the A button or space bar. Clicking on the quit option
works every time, but the keyboard or controller doesn't always. Input does work on 2nd option however
Solution Implemented for testing
If Problem Occurs, use mouse to select the non working option until fix is 100% confirmed
bug 3 - Elemental Power ups - Sometimes when you press B or space to accept power up
(when you have a different element already) The 2 rapidly switch and you end up with the one you originally had instead of the one you picked up.
Solution Implemented for testing
Seems to be working correctly now, but needs additional testing.
Game Launches Friday Dec 9th at 6pm EST --------------
Release Time ! OMG !--------------------------------------------------
Tyrfing Cycle - Will Launch in Early Access on Friday Dec 9th 2016 at 6:00pm EST (which is 7:00 pm AST (my time zone))
The Dokkalfar is pleased by this
I appreciate everyone's help so far, and I have to say the game's come a long way, so much so that really it seems like a new game.
There is some confusion as to what the exact differences are which I will explain in more detail below.
But I want to take this opportunity to also announce some benefits for early access players. First of all, those of you who might be interested in the act of Game development might be interested to know that This version of the game
Will include Numerous Early builds Called the legacy package and a Character Design Art Book. These old school builds will be made available at no additional cost to anyone and during the next couple of weeks
The art book as it is, is incomplete since the game isn't finished yet.
So what Ive done is broken the art book into several smaller books.
The first Art Book 'Helheim' Is focused on character illustrations, since this game has had a long development cycle (much longer than originally planned)
There is a ton of Art.
All Early Access backers will receive entitlement to All 3 Art Books as they are completed, The 'legacy' design pack which includes numerous old builds and of course the entire game at a respectable discount.
This game is also featuring a few new concepts with Steam's market. Something I was reluctant to embrace, but due to popular demand Ive gone ahead with. Playing to my strengths, Im pretty good at 'drawding' so Ive produced a number of Trading cards, some of which will only be dropped during a certain time frame, so for you card hunters, it's an added incentive ^_^.
The big switch
For various reasons, we will be transferring application ids from 429430.
the new app id is 563570
and the store page is here : http://store.steampowered.com/app/563570
From now own app 429430 (Tyrfing Cycle Vanilla) will be the old build.
We will eventually be removing that version of the game, so those of you who wish to have the 'old school' version, pick up a copy now.
Anyone who buys the vanilla version (429430) will get a key for the new build and a complimentary art book. All previous owners of TC Vanilla (429430) will get a complimentary key for the new build and art book as well.
This does not extend to people BlackShellMedia gave free keys to. Only people who I, or 378 Publishing ltd authorized to get keys
If you want a review copy, or a copy for lets play/live streaming, give propaganda@378.company a shout. They are the PR department and accept applications for people looking to provide coverage.
For those of you who got beta keys from BlackShellMedia, well, you can apply for beta keys by contacting QA@378.company
The art Book - Included with the early access package is the Illustration art book. it is 74 pages long, and has well over 100 images some of which are not otherwise available.
The art of Tyrfing Cycle : If there is one good thing about development hell its that a lot of work gets produced.
All KS backers get this book as do early access backers who act during this sale. KS backers of course will get more in the long haul, but everyone gets a full copy of the game on launch regardless.
Open Beta and Testing =================================================
The next 2 Weeks will be an open beta in a sense. There are absolutely still flaws and with more eyes, ears and fingers I hope to squash them :-) I will be opening the game up more as time progresses as well.
There are 2 things to keep in mind
- I - This was rebuilt pretty much from the ground up, and
- II- You can't fix one thing without effected others.
In other words, despite my tireless hunt for glitches and bugs to fix, there is always a possibility that one resolution caused a new problem.
New Features - Since 'Vanilla' ============================================>
-> Load outs - After defeating the first boss you gain access to load outs, these load outs effect the beginning of your run with equipment.
-> QuickCounters - Certain enemies have glowing eyes, when their eye flashes, dodge at the last second. Doing this grants a temporary power boost
-> Berserker Power ups - Watch for Blue Skulls, these immediately boost your strength for approx 30 seconds. to an obscene degree.
-> Berserk Tokens - Killing all of the enemies on screen, or killing certain enemies yields Blue token pieces
- Gathering 3 full tokens grants you Berserk power at will by pressing shift + space or LT and RT
-> Iduns apple - Iduns apple automatically revives you should you die in battle. This restores 3 hearts, not max health.
-> Silver and Gold - Enemies drop silver and gold which can be used to cut a deal with Loki
-> Deal with Loki - Loki offers 1 of 2 bargains:
I) You can sacrifice a set amount to a statue of Loki and gain access to a pocket dimension The pocket dimension can often give you really good pick ups OR jack all. Remember, He's the trickster god.
II) if you die and have more than 1000 gold, Loki will restore all of your pick ups. But he takes all of your money.
-> Changes to the gamepad support - Xbox one and 360 controllers are supported, but I've changed the programming somewhat.
- We are still using the Sharp DX api - Expect some hiccups. That said, I hope to get your assistance
- If you have any issues, please Report them on the forums or to me directly @ dizimz@gmail.com
-> New Controls for Mousey Keyboard. - Click to Melee, WASD or IJKL (for leftys) to jump and move.
-> Achievements have been added
-> Trading cards have been added.
-> Level designs are larger and more detailed. previously levels were restricted to a 4000x2000 pixel size max, that limit no longer exists and stages are much larger.
-> The focus is more combat oriented, fighting enemies and dispatching of them quickly
-> Permadeath is no longer forced upon you. On Game over you can surrender and return to the beginning or Press forward at the cost of your items, it's your choice.
-> You are granted Health upgrades, level ups or Iduns apples on stage completetion screens.
-> Side arm effect items include multi shots, multi direction shots, and 'shrapnel' upgrades
-> Maelstrom, or blade whirl can now be used to deflect small projectiles.
A bit of Public Relations ----------------
This is my favourite part of an announcement, it's when I get to grovel at your feet… Seriously though, I love you guys ^_^
I do my best to remain on top of things and I make no excuses for the delays.
I do what I do with the best intentions, make no mistake these delays cost DemonSwordGames and 378 publishing.
Remember that DSG, is just one person (i.e. me) So unfortunately when I get sick, or when something happens in my personal life, that is 100% of DSG that shuts down till I'm back in business.
I appreciate your patients and support and I think that its all down hill from here. There is a lot of content here and I hope you guys enjoy it thoroughly.
The next two weeks will be beta testing all over again in a sense.
The truth is, Digital Homicide was somewhat correct, this game had a rough launch. Despite most people seemingly enjoying the game and the low
refund rate this game has not seen a lot of attention and that concerns me.
Again I make no excuses, I could have decided to push the game out as it was, but held back and decided that this wasn't my best effort.
I admittedly grew too attached to this IP and that is the danger of spending too much time on one game.
I do this out of love more so than profit, but that doesn't change the fact that I still have electric bills and what not ^_^
Again, most of you guys have been incredibly supportive and I appreciate it, I say this more to new comers who might be wondering why this has taken so long.
Both DSG and 378 are startups. We have an insanely small budget, but want to bring an excellent game without compromise.
The next couple of weeks will be spent polishing what we have and building upon it. There are going to be a lot of updates during December, once we are back on our feet, we hope to make Tyrfing Cycle a rocking indie game.
Lets Discuss the Customer service of 378 Publishing and Demon Sword Games ------------------------------------
This stuff is pretty boring, only read if you want to know about our policies.
A user contacted me explaining that Steam was not allowing him to purchase Tyrfing Cycle and was asking about buy a key directly from me.
Generally speaking, its 24-48 hours for a response, I do my best to respond to all notifications within that time frame, although weekends may be slower.
I failed to respond to that user and by the 36th hour (no joke he sent the comment on December 3 and deleted it on the 4th) He removed the comment and left an angry one in its place. Commenting about my account activity and pledging to not support me as a developer.
This sort of brings forth an interesting discussion, but first let me lay down some ground rules( most of these are common sense)
1) Allow 24 - 48 hours for a response (during working days)
2) I do respond on weekends, but weekends are also When I spend time with family, do house work, and run errands. I might be a bit slower.
3) I will not 'sell keys' - ever - If you cannot purchase the game on steam, contact valve and find out why you can't. I have absolutely no control over the steam store infrastructure, and if you in fact cannot purchase the game, well I'm as upset as you are. ~However~ I cannot circumvent valve. I cannot and will not sell keys externally.
4) I respond to all notifications - if I fail to respond, it might be because I wasn't notified in steam. Im not trying to pass the buck here, Just try reaching me via Social Media or email instead, I'm more likely to see it and therefore respond.
twitter- @DemonSwordGames or @TyrfingCycle
email dizimz@gmail.com
While you're at it, you might as well follow me, you'll get more insight, its easier to post small updates via twitter than it is to format, proof read and
spell check these monstrous announcements!
5) My account profile is public, that isn't going to change, but Id appreciate a bit of space to breathe. The aforementioned user noticed that I was playing
'Space Wars' The day(s) I didn't respond to him. Honestly, thats a bit overbearing. I get that you want to check out my work and I'm thrilled
to see so much interest, but I'm just a person. Keep that in mind lol.
- If I have account activity on the day you sent a comment or a friend request,
that doesn't mean I ignored you, it means i didn't yet get to you.
- When my account says Im "In Game Space Wars" It means I'm testing Tyrfing cycle, this is because space wars isn't an actual game but rather a test application for steam works features.