Red Barton and The Sky Pirates Update 1

Hello all, and welcome to first official patch update of Red Barton and The Sky Pirates.

Todays update of the game includes various smaller but also bigger fixes and improvements that were being cooked and tested in past weeks, and that are generally selected and implemented in this update to improve the overall game user experience and stability of the game.

More work (and content) is being done, and we are discussing the ways to make and release even larger update, with more enemies, levels, skins, upgrades – but there is not a strict schedule on that – it also depends on your support.

Meanwhile, we are sharing with you the current state of the game, hoping you will recognize our sincere efforts to make this game as good as possible. Although it is not official released as Early Access, please treat it like it is – and the price will be dropped accordingly.

Thank you.

 

Changelog:

– improved object collisions.
– fixed pre-level comics sometimes not reacting to ‘skip’ mouse event. alternatively to on-screen buttons, you can use left mouse button to skip single page, right mouse button to skip whole sequence.
– improved boss fights on all levels.
– improved shooter ai, both on bosses and ingame.
– fixed all powerups and upgrades to behave as intended.
– double/triple split shooter upgrade improved.
– added magnet effect for easier powerup and coin pickups.
– fixed various situations with current airplane level visually triggering wrong model, mostly in damage situations.
– fixed various situations where cursor is needed but hidden (use shortcut Q to force mouse if needed).
– improved overall game performance (cleanups and optimizations).
– new enemy bullets with trailing effects – origin of incoming bullets is now easier to detect and comprehend.
– new enemy rockets with optimized effects.
– new player bullets and effects.
– fixed texture mappings on various models.
– fixed realtime update of guns/rockets level when upgrading in hangar.
– fixed languages.

NOTE: Before you go fidling with difficulty settings, we suggest you play in NORMAL mode (default on fresh installation) rather than EASY (which is just too easy) or GOOD LUCK (which is exactly as it’s title says – you probably wont come far – unless your plane is heavy upgraded).

official post https://steamcommunity.com/games/540590/announcements/detail/2171147026199802523

steam store page http://store.steampowered.com/app/540590

 

More like beta…

Hello there, our dear community.

We, the dev team, want to thank you for interest in our game and all feedback that we received so far – both good and bad.

It was – and still is – our intention to make a cute lite shooter game, which we may have failed for some, but to those (and all others) we are here to announce that we are not finished yet, and that both windows and mac versions of the game will continue to mature until it becomes what it was meant to be.

It is our intention to continue to provide patches at least once a week, with bug fixes but also new content, until all things are polished to the point it was intended. It may take a few weeks, but we will get there, and hope to see you at the other end – which we will certainly celebrate with gifts for everyone who supported our work, especially those who bought our game.

Meanwhile, a separate team is doing marvelous work for mobile (android and ios) version which already looks so nice that it gives us thoughts of possibly retrofitting some of the new stuff that was being developed on mobile version to desktop version as well – of course, only if it is an improvement.

For those who are interested in the reasons, the reasons it went this way are the oldest in the book – time frames, release dates, lack of experience, postponements, real-life distractions – you name it. As a new and inexperienced team which started with just a 3 people, it was almost inevitable… We not only worked hard on challenges of making this through as our first game, we also wanted it to be multi-platform, to have 11 language translations, and even to work nice on mobile devices – bite a bit too big for our little team stretched from Serbia to Canada, with United States and France in between.

So we worked, and postponed and postponed, but then the clock ran out and the game had to be published. Yes we know now the game maybe should have been released in some other form, like early access or open beta, but you can add that to our non-experience and bad judgment as well.

With best hopes, to the sky and away!

yours truly
Schism Studio Belgrade

Red Barton Delay and New Release Date Update – March 14th

TL;DRRed Barton and The Sky Pirates release date is postponed (and this time very much locked) to March 14th 2017. Here’s the press release link – please read the article below to find out why.

“Yo ho, yo ho the indie life’s for me!!!”

Indie gaming life is a reality for us for a few years now, indeed. And what a roller coaster it was for quite some time! We learned the hard way that there’s no way around it’s many axioms, a famous one being – EXPECT DELAYS!!!

Well, in the past few months we’ve been trying to make our game look awesome. And we started piling stuff on. Little by little – feature by feature, one thing started affecting another, another started affecting things which a developer would not anticipate and sooner then we realized what happened – the game was crashing left and right. The bewildering (and yet so common) fact that on different platforms completely different things were crashing – didn’t make it easy to track the bugs down in a quick fashion and still make the deadline.

We pressed hard to patch and fix and shuffle things around, but the dam kept leaking. And the inevitable finally happened. We sent the preview to a few (hundred) reviewers, and a brand new version to our beta-testers (that already tested a version before the preview version which passed with flying colors) – and lo and behold – one after another, gameplay breaking bugs were all over the place.

You’d “think” a pre-release month addition of 10 languages, all new models, different main model, new textures, making boss fights heavy and complex and cleaning up every single piece of geo the game has to be hierarchically good and named correctly (and a few thousand other “small” fixes) wouldn’t do such a think [irony alert]!

But alas, we realized we need an extra life.

And so we huddled and looked at each other, and asked the question. How much time do we need to do this? Some said a number. We doubled it to be sure – and settled on 4 weeks.

So – on March 14th, Red Barton will fly out to rescue the princess, and save the world on Steam (PC and Mac). Android and iOS versions will follow shortly after the Steam release, pending their rigorous approval process.

Stay tuned!!!