Hopefully the last patch for a while! TLDR; to see some of the controller fixes, you may have to delete rubicon.options in the main game folder. (it'll generate a new one by default) The biggest thing here is a not-abysmal controller scheme. Having designed the game ground-up for keyboard+mouse, it was a challenge to get the same kind of responsiveness from a controller. One note is that the main triggers on a 360 controller are not supported -- the default driver is set up such that if one is held down, it cancels out the other. Since I couldn't find an easy fix, I just left them disabled. Also I JUST REALIZED joysticks haven't been working on linux or mac at all. I was able to throw together a fix for Linux (i.e. it works on my box, hopefully your milage will not vary), but Macs are still out of luck. Same goes for special Steam Controller support. C'est la vie. The one thing I changed about gameplay was reverting the databank-gate challenge to before a boss instead of after. I missed the lull before the action and there were some problems on Linux where the databank was being set as the wrong faction. Should be fixed. GAMEPLAY: # test drive mode in unlocked hangar # reverted the databank dragging task to pre-boss. Should fix issues with them being dropped as the wrong faction. CONTROLLERS: # better controller scheme -- polished both ingame and in menus able to adjust sensitivity # joystick: A or B always works in menus # resetting joy axis in the options menu should actually work now # resets joy axis on startup # pressing a joy button on intro sets it to joy mode right off the bat # gave joystick players extra lives in the final (secret) arcade battle # PC controller names standardized to an xbox 360 # on death, controller pops into menu mode (so you can actually click the buttons) MISC: # now loads music assets on start of campaign/loading instead of game start # PD no longer shoots down dodongo's mines # fixed bug where bulwark reflected shots get HUGE # larger cryopod icons # fixed bug where it would scroll through lists on any click after using the mousewheel # tweaked the parallax stars, there should be fewer gridlike lines on computers that experience them # cleans up unowned ship config files on pilot deletion # if a profile somehow loses access to all ship, it'll default to a lamjet # loading screen for on new_game // loading a game # sometimes apparently the arcade battle became unwinnable -- gave all enemies a 20sec self-destruct timer if you're not killing anything points correctly added to profile on campaign victory
[ 2016-01-19 08:09:07 CET ] [ Original post ]
Hopefully the last patch for a while! TLDR; to see some of the controller fixes, you may have to delete rubicon.options in the main game folder. (it'll generate a new one by default) The biggest thing here is a not-abysmal controller scheme. Having designed the game ground-up for keyboard+mouse, it was a challenge to get the same kind of responsiveness from a controller. One note is that the main triggers on a 360 controller are not supported -- the default driver is set up such that if one is held down, it cancels out the other. Since I couldn't find an easy fix, I just left them disabled. Also I JUST REALIZED joysticks haven't been working on linux or mac at all. I was able to throw together a fix for Linux (i.e. it works on my box, hopefully your milage will not vary), but Macs are still out of luck. Same goes for special Steam Controller support. C'est la vie. The one thing I changed about gameplay was reverting the databank-gate challenge to before a boss instead of after. I missed the lull before the action and there were some problems on Linux where the databank was being set as the wrong faction. Should be fixed. GAMEPLAY: # test drive mode in unlocked hangar # reverted the databank dragging task to pre-boss. Should fix issues with them being dropped as the wrong faction. CONTROLLERS: # better controller scheme -- polished both ingame and in menus able to adjust sensitivity # joystick: A or B always works in menus # resetting joy axis in the options menu should actually work now # resets joy axis on startup # pressing a joy button on intro sets it to joy mode right off the bat # gave joystick players extra lives in the final (secret) arcade battle # PC controller names standardized to an xbox 360 # on death, controller pops into menu mode (so you can actually click the buttons) MISC: # now loads music assets on start of campaign/loading instead of game start # PD no longer shoots down dodongo's mines # fixed bug where bulwark reflected shots get HUGE # larger cryopod icons # fixed bug where it would scroll through lists on any click after using the mousewheel # tweaked the parallax stars, there should be fewer gridlike lines on computers that experience them # cleans up unowned ship config files on pilot deletion # if a profile somehow loses access to all ship, it'll default to a lamjet # loading screen for on new_game // loading a game # sometimes apparently the arcade battle became unwinnable -- gave all enemies a 20sec self-destruct timer if you're not killing anything points correctly added to profile on campaign victory
[ 2016-01-19 08:09:07 CET ] [ Original post ]
🕹️ Partial Controller Support
- Starship Rubicon - Linux [1.54 M]
In Starship Rubicon, Earth has been casually destroyed by a mysterious race of space-faring invertebrates. You are a fighter pilot whose cryopod has been collected by a possibly-insane AI, who has placed you in the unenviable position of being humanity’s savior. Shanghaied and alone, you must gather the remaining human survivors and traverse the surprising biodiversity of deep space to find a new home.
{NeoGAF writeup}
Key Features
- Quick Gameplay - Pilot your ship in fast-paced shoot-em-up, featuring a unique approach to arcade physics and controls.
- Customize Your Ship - Upgrade your ship with a Tetris-styled hangar bay as you find weapons and items on your quest.
- Randomized Universe - Make your way through a diverse galaxy as you encounter interesting new lifeforms. Each play session generates a new path of enemies, allies, and items.
- Casual Roguelike - When your ship blows up, that's the end of the line for that game. However, if you collect enough crystal shards by the end of a sector you can save your ship to re-launch it on another level.
- A Fleet Of Ships To Play - Do you prefer fast ships for run and gun? Do you like something that takes a punch but isn't as agile? Start the game with 3 different ships and spend shards to unlock more ships with unique abilities!
- Mod-friendly - Since ships and weapons are exposed in simple external .lua scripts, modding and creating your own content only requires a text editor!
- OS: Ubuntu 10.04
- Processor: 1.6 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL-supported
- Storage: 35 MB available space
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