The first release since 0.13, and the first with fixes that came from your reports and pull requests. Thank you.
New
- The game's version 1.04 plays (#1, #3, #5, #7, #10), on the PC and on the Quest. An updated copy of the game stopped at "Adjust your position until you fit roughly inside the silhouette" over a green picture, with no controller to be seen, and the picture stayed small. Both builds of the game are known now, 1.00 and 1.04; see "The game's versions" in
README-PC-VR.mdfor a game and its update kept as two folders. - SteamVR and other PC headsets (#6, by @ODevStudio): Valve Index controllers, headsets with canted displays, and the right words in the launcher for the runtime in use. Players have reported a Valve Index, a Bigscreen Beyond and a Pimax Dream Air working.
- A view for spectators on the monitor (#11, by @ODevStudio): one eye or both combined, with or without cropping, chosen in the launcher's window.
- Quest app: a field-of-view menu at every start. Less than all of the headset's view puts the same pixels over fewer degrees: a sharper picture inside a soft border. The choice is remembered.
- Quest app: more controllers than the DualSense. The headset's own Touch controllers play the game on the headset alone as well, with the layout they have on the PC: no gamepad needed. With a gamepad and the Touch controllers both at hand, the game is played with the one used last. For gamepads that are not a PlayStation's, the right stick's finger on the touchpad now works the catapult, and a gamepad without motion sensors is turned and tilted in the game by the hands that hold it (it only followed them before, pointing straight ahead).
- The gamepad in the game can be moved where nothing tracks it (#4): hold the PS button and press the D-pad (L1 nearer, R1 farther); PS + triangle switches between your place for it and the standard one.
- The touchpad without a touchpad (#2): on VR controllers and on gamepads that have no touchpad, the right trigger (R2) presses it (water, guns), the right grip (R1) swipes forward (hook, throwing stars, chests), and the left trigger (L2) pulls back and lets go, which is the catapult at the end of every level. The right stick's finger is one the game can follow now; before, the catapult took luck with it, the more the fewer frames a second the game drew.
- Blowing (#8): the launcher's window says what the game hears,
mic_gainmakes a quiet microphone louder, and the PS button and square held together blow without one (X and Y on the Quest's own controllers).
Fixed
- The game stopped as it started with code -1073741819 where Windows listed a gamepad that could not be opened (#9).
- With SteamVR, the game stopped as it started with "Mapping cannot fit inside free region", code -2147483645 (#14; found by @evertec82).
- A right stick that drifts held a finger on the touchpad for good, and real swipes then did nothing (#12).
- A package that is only the game's update was unpacked as if it were the game (with #15, by @ODevStudio).
- Geometry shaders read vertices from registers that were never set, and shaders that draw once for each eye chose the wrong viewport after a switched-off one.
Files
AstroQuest-0.18-Quest3.apk: the app for the Quest 3 (adb install -r).AstroQuest-0.18-PC-VR-Windows.zip: the PC version; unzip it into a folder with a short path and startPlay Astro Bot VR.bat.
How to install and play is in the README. Played in a headset before this went out: the game's version 1.04 and the touchpad's buttons on the PC (the catapult goes off), and the Quest's own controllers in the Quest app. Everything else was tried on the PC against a simulated headset and on a Quest 3 without wearing it; SteamVR itself and gamepads other than a DualSense were not at hand. Please report what you find.