There are 17 tracks in total and they will appear in your No Time to Explain game folder.
Right now the whole dev team at tinyBuild is busy working on reimagining No Time to Explain within Unity. We demo's the first prototype at PAX East and the response was very, very good. Several people came over who beat the game in it's current state and noted how much more fun it is.
The remade version will be a reimagining of No Time To Explain. We will add more content, redo bosses, and more.
Runs at 250fps
Real hardware acceleration (via Unity)
The game will be called NO MORE TIME TO EXPLAIN and everyone who currently owns the current version will get the updated one :)
The latest version of No Time To Explain (v 1.3) now has a level editor. Check out the Workshop!
Here is a quick tutorial:
1. Access the Golden Orb (from main menu or World 1)
2. Click on Create Your Own Level. You can also access other people's levels from here.
3. It has all the tools used to made original No Time To Explain levels
4. You need to have both the character and the portal in the level. Doesn't matter which character, as long as you can "beat" a level by jumping into a portal.
Uploading the level is a matter of first saving, then testing and beating it. You can upload only levels you've beaten. So if you're playing someone's level, you know the creator had to have beaten it before sharing.
PS we also recently released an editor for SpeedRunners - you might want to check that out, too.
If you bought the game for Windows, you automatically have it in your Mac Steam library.
Remember kids, don't develop games in ancient technologies and expect them to work fine cross platform. That's why it took so long. The game runs fine most of the time, here are some things to keep in mind though:
- hi resolution monitors will cause full screen to lag (so don't play it on Retina MacBooks, or iMacs) - fullscreen is achieved via a maximized window - Steam overlay does not work, nor do achievements or cloud saves. The game will save locally - Resolution selector is disabled
Meanwhile the Windows version got a couple of updates (these automatically transition into the Mac version)
- Redid the Mole Boss. It is now beatable with a smaller hitbox and less glitches. - Updated the Cake Boss, the lack of walls caused players to roll off the map on that level - Multiple fixes to stability and the way the game saves progress. For example it will try to store save data locally (if no connection to Steam, this applies to the Mac Build), and then upload that to SteamCloud - The game launches much faster without any black screens first - Addressed multiple performance issues and glitchout complaints
There is a small chance you'll get lag on Windows 7/8. This can be fixed by disabling your Windows Aero theme or special effects. In rare occasions the game might start to conflict with Windows' cursor, in cases of multiple video cards present. Just disable fancy Windows special effects for the cursor and you'll be fine. Again don't develop games in ancient technologies and expect them to work on multiple platforms!
Just to give everyone an idea of what the game is structured like:
There's an ActionScript 2 file There's an ActionScript 3 loader There's a Steam API extension The Steam API extension gets wrapped with the ActionScript 3 loader into an executable This calls the ActionScript 2 file via a local connection The game launches The loader communicates between Steam and the game via a local connection, and an internet connection Nothing can go wrong in this scenario. That is sarcasm. Everything can go wrong.