Two things in world 2. Both were in the emulator, so the fixes are the same for the Quest app and for the PC.
Fixed
- An invisible wall at the end of level 2-1 (#16): the hero stood in the air above the last mound and could not get to the last enemy, and the island below had the same. The collisions of those two islands were most of a block above what was drawn. The game moves a collision with a speed worked out from one frame's time step and applied for the next frame's; on the console every frame's step is the same, here it follows what frames take, and the parts of a level that are only woken when the player gets to them landed off by a few percent of how far the level had moved meanwhile (17 units up a tree, in that level). The game's physics now take each step with the time step the collisions were moved for. It could show up anywhere a part of a level moves before the player reaches it, and differed from run to run.
- Squares in the lava's glow around the octopus at the end of world 2 (and in its challenge), lit and dark, for as long as he moved. The game draws that glow with one buffer bound as two colour targets at once, which the console's GPU accepts and Vulkan leaves undefined. Such a draw is now made once for each of the two.
Also
- The README's answer to "How do I get the game onto my computer?" now only says that this project gives no information on how to get games and that the repository does not include any game data.
Files
AstroQuest-0.20-Quest3.apk: the app for the Quest 3 (adb install -r).AstroQuest-0.20-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. Tried before this went out: level 2-1 played to its end and the octopus's challenge played, both on the PC in a headset; the collisions measured against where the game sends them (off by the way times the difference of two time steps before, exact after, in both versions of the game); the PC package unzipped afresh and started. The Quest app has the same emulator code and was built from it, but had not been run on a headset when this went out: if the wall or the squares are still there on yours, an issue with core.log helps.