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Download Receiver for free! (7-day FPS game)

Posted: Sun Jun 17, 2012 10:38 pm
by David
Here are the download links for our 7-day FPS game "Receiver", free for all Overgrowth preorderers.

Latest Build: RC7
Windows: https://dl.dropbox.com/u/3236655/7DFPS/ ... c7_win.zip
Mac: https://dl.dropbox.com/u/3236655/7DFPS/ ... c7_mac.zip
Linux 32-bit: https://dl.dropbox.com/u/3236655/7DFPS/ ... _32.tar.gz
Linux 64-bit: https://dl.dropbox.com/u/3236655/7DFPS/ ... _64.tar.gz

RC7 changelog:
Here is a new update focusing on gun accuracy:
- More realistic 1911 safety (locks slide, only engages when slide is closed and hammer cocked)
- Cannot rotate revolver cylinder when it is closed and hammer is cocked
- 1911 magazine holds seven shots instead of eight
- More realistic press-check to see if a round is in the chamber (hold t, then hold r), does not engage slide lock anymore
- 1911 and Glock slides move back farther
- Fixed Glock magazine floorplate visible even if gun is empty
[+] Old Changelogs
RC6 changelog:
- Added Mini Maglite flashlight
- Added Glock 17 with auto mod
- Added Smith & Wesson Model 10 Victory revolver
- Added option to bring guns closer to eye
- Added a small chance to disable robots with non-vital hits

This is the latest build, which includes significant improvements, but hasn't been tested much yet.

RC5 changelog:
- In-game options menu when you press escape
--- separate volume controls for master/sound/voice/music
--- mouse invert
--- mouse sensitivity
--- lock gun to center
--- hold/toggle crouch
- Fixed gun sight picture so all sights are level

RC4 changelog:
- Fixed problem with falling through the floor in one of the rooms
- You can now remove rounds from a magazine with 'r' when gun is holstered (e.g. to combine two half-full magazines)
- Made hover bots louder so they are easier to detect
- Added a restart-game button in case you get stuck (hold 'L')
- Fixed problem inability to run when gun is holstered
- Disabled gun shadow (players report that it is weird to see a gun shadow without a body shadow)
- Mouse cursor disappears automatically when alt-tabbing into the game
- Splash screen correctly fades to black when starting new game
- More descriptive input names in configuration window
- Brighter muzzle flash illumination
[+] Old Builds
RC6:
Mac build: https://dl.dropbox.com/u/3236655/7DFPS/ ... c6_mac.zip
Windows build: https://dl.dropbox.com/u/3236655/7DFPS/ ... c6_win.zip

RC4:
Windows download: http://files.humblebundle.com/receiver_ ... 17fbf7b5f5
Mac download: http://files.humblebundle.com/receiver_ ... 83cf8b9e2f

RC2:
Windows download: http://files.humblebundle.com/receiver_ ... 6e5ddcc5d8
Mac download: http://files.humblebundle.com/receiver_ ... f7e83d500b

Re: Please help us test Receiver (7-day FPS game)

Posted: Sun Jun 17, 2012 10:59 pm
by slime
Running the Mac build, with a macbook pro (early 2011, 2.2ghz i7 sandy bridge, AMD 6750m, Mac OS 10.7.3). A few notes...

- At max quality, framerate seemed to be about 10-30. Medium quality seems to be 20-60 fps (I'm eyeballing it)
- in windowed mode, if I cmd-tab away and then cmd-tab back the mouse pointer won't disappear until I left-click, so I have to holster my weapon or toggle my safety, or else waste bullets.
- (gameplay) My 'inventory' (magazines, bullets, number of bullets inside my loaded magazine) seems to randomize slightly every time I die, it's a little confusing

The game runs obviously, so these are just minor issues. I'll update my post if I find more. :)

Re: Please help us test Receiver (7-day FPS game)

Posted: Sun Jun 17, 2012 11:49 pm
by Aaron
Giving it a try, will report back :)

Edit: Well, got home from work and there are now 10 pages of responses!

The game is great - the weapon mechanic is very immersive, as is the music. I think any bugs that exist have been probably pointed out by now, so I think I'll leave it at that :)

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 12:24 am
by Korban3
Whoo, Anton's music WIPs got me all excited for this! Downloading now, testing tomorrow, reporting back then.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 12:30 am
by broham
Only played a few minutes of the windows version so this is gonna be quick and dirty. Played on highest settings fullscreen and it ran fine. Noticed a tape didn't play when I picked it up, just got the click sound at the end. I'd picked one up in my first try and it played fine so maybe the other tape was just silent because I'd already heard it. Other then that everything seemed to work like it was supposed to.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 12:34 am
by Macrauchenia
I'm very excited to try this out. Watching you and Aubrey make it was freaking amazing.

I'll report back.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 12:34 am
by David
I just updated the builds with a couple fixes.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 1:25 am
by Silverfish
I just fell through the floor in one place, other than that it seems to be working fine for me on Windows.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 1:31 am
by Anton
I've also fallen through the floor, in particular when crouching too many times in a row. I also fall to the side of some staircases and can not get out.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 2:01 am
by Devilsclub
downloading atm. 70 mb so shudnt take long :D

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 2:06 am
by chefsbrian
I haven't had many issues, but I did notice that when i dropped both magazines in the exact same place, and then picked one up, the other would visually dissappear. If i stood where it should have been, i still was able to pick it up, but I was panicking for a second XD.

Also, who else has found themselves running drills on quick reloads?

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 2:14 am
by Cheeseness
I'll take a look and see if I can get it running under Wine when I'm done with touching up our 7DFPS game :)

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 4:34 am
by Silverfish
chefsbrian wrote:Also, who else has found themselves running drills on quick reloads?
Oh yes. :D

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 4:39 am
by Johannes
Very interesting. The gun mechanic takes some getting used to - especially since I have the bad habit of spamming r for reload in games which of-course here quickly led to empty magazines. Nice to be re-trained there :lol:

Here's some feedback:


General
  • Pressing escape, which releases the cursor should pause the game, and clicking on the window to regain cursor focus should not cause a shot to be fired.
  • A menu would be good (see above)
  • The mac build comes with a 128x128 icon, would love it if a 512x512 was included.
Interface
  • The context-sensitive help system is excellent.
  • The inventory items clip the world Image
  • Walking into a wall while aiming will sometimes cause the help text to act as if you're not aiming:
    Image
  • When you toggle aiming on with Q, right clicking should cancel the aim as if pressing Q again.
Gameplay - General
  • Maybe it's because I know aubrey's voice now, but I'm not really getting into the audio recordings. The concept is neat and I can see what you were going for, but for me they come off as just a bit pretentious.
    • Though I did very much like the 'gun manual' tape.
    • Also nice touch with the slight audio distortion when you pause/play a tape.
  • Sad that slow-mo was removed again :cry:
Gameplay - Movement
  • Really like the running mechanic
    • If you holster your gun while aiming you cannot run, but you can if you holster it while not aiming
  • As other users have already mentioned, the physics can be a bit odd sometimes:
    • Got stuck after walking off the side of a staircase:
      Image
    • Got stuck behind a staircase while running from a flier.
      Image
      Ironically while trying to repeatedly jump through the gap for a few minutes I finally inched forward, connected with the tazer on the ground and died.
Gameplay - Combat
  • The tripods seem well balanced - bad when you run into one by accident or fall in-front of one, but otherwise easily dispatched.
    • Though their aim is questionable sometimes: I fell and landed 5 meters in front of one and by just jumping up and down in place dodged all of its bullets until it ran out. Maybe give them more bullets
  • The fliers seem overpowered. They seem to fly faster than you can run and sneak up on you because they're very silent until they're literally on-top of you.
    • Either make them a bit slower or make them a little easier to hear coming. I'm leaning towards the latter.

Re: Please help us test Receiver (7-day FPS game)

Posted: Mon Jun 18, 2012 5:15 am
by Tonjevic
I picked up a tape which absorbed, but there didn't appear to be anything recorded on it.

If you try to inspect the chamber when the safety is on, the gun turns the wrong way so that the opening is facing away from you.

There should probably be a minimum number of bullets to start with. Beginning the game with 1 bullet in the chamber, an empty magazine and no extras is not so fun.

It would also be cool if there was some kind of indication as to where tapes are, so as to give the player a little more direction. Maybe they should be able to be seen through walls when they're nearby or something. As it stands, the goal/motivation of the player is a little unclear.