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1
Cogs for Android / Re: Doesn't Save
« on: March 17, 2013, 10:58:02 PM »
Sorry for the slow reply, Jayvan.  It's taken us a while to look into this.

The issue of the game not saving happens if you are playing the game on a secondary profile on an Android device with Android 4.1+ installed. We are currently looking into this issue but do not have an ETA for an update that addresses it. As a workaround, we suggest that you install and play this game on the primary or master user profile for the device. Please let us know if this does not resolve the issue. Thank you for your patience!

2
Cogs Modding Forum / Re: Official Expansion Packs
« on: February 06, 2013, 11:31:40 AM »
Yes, it's true that I set aside those numbers for future expansion packs.  But our new game, Extrasolar (www.WhatIsExtrasolar.com), is keeping my little team so busy, that we don't have time to build new content for Cogs right now.  Trust me: When Extrasolar finally gets launched, I think you'll agree that it's been time well-spent :)

  - Rob

3
Cogs / Re: COGS Achievement Images
« on: January 13, 2013, 07:21:25 PM »
I do have those files, but they're in .psd format and they're pretty big.  All zipped up, they're 57 MB.  If you're interested, you can get them at http://www.lazy8studios.com/downloads/cogs_achievement_icons.zip

  - Rob (Founder, Lazy 8 Studios)

4
Cogs for Android / Re: Graphics messed up on Nexus 7
« on: January 08, 2013, 12:32:24 AM »
Are you running any third party rotation control apps? We recommend that you disable or uninstall any such app before attempting to play this game. If you are not running a rotation control app, please let me know whether you're running a custom ROM or stock Android 4.1+ on your Nexus 7.

5
Hey, cyber_human,

In debugging, we've found that if we hook up a regular mouse to an Android device, clicking the right button has identical behavior to simply clicking the "back" button.  Is that also true with the RC11 keyboard, or does the right-click appear to have its own unique behavior?

6
We're looking into this.  If we allowed you to hold down the shift key while you click and drag to rotate the puzzle, would that work?  It looks like the RC11 keyboard has both left-click and right-click options, so maybe we can map the right-click to puzzle rotation.

7
Cogs / Re: Cogs won't start (Steam, Mac OS X Lion)
« on: October 27, 2012, 06:18:06 PM »
I manged to fix the problem where Cogs was failing to launch on Steam, but if you're using OSX 10.8 (Mountain Lion), then there is still a bug in Apple's graphics drivers that is causing a crash when you launch any puzzle.  For the time being, you can bypass the bug by disabling shadows on the options screen.  I'll put out a patch when I find a more permanent fix.

  - Rob
    Founder, Lazy 8 Studios

8
Cogs / Re: Cogs won't start (Steam, Mac OS X Lion)
« on: October 02, 2012, 09:24:37 PM »
I've tracked down at least one bug that is being caused by bad drivers in the latest versions of OSX Lion and Mountain Lion.  I'm still trying to find a work-around that will fix it.  Hopefully Apple will get a fix for the buggy drivers soon as it may take me a while to find a way to consistently bypass the issue.

  - Rob, Founder, Lazy 8 Studios

9
Cogs / Re: Cogs won't start (Steam, Mac OS X Lion)
« on: September 15, 2012, 02:15:27 PM »
Do you have a brand new computer with a retina display and the latest OSX release?

I just started receiving messages like this yesterday.  It appears that even though I followed all of Apple's development rules perfectly a year ago, they have since decided to change their API, thus breaking Cogs :(  I did some searching around and found that the problem isn't in my code, but rather in one of the toolkits that I'm using.  I'll start trying to fix the problem immediately, but unfortuntaely, since I'm the only one maintaining this code and I have 2 much bigger projects that are demanding my time right now, I fear it will take a few weeks before I can get out a patch that will work on the new Macbook Pros with the retina display.  This may sound like a small fix, but since Apple development rules change very quickly, I have to make a huge variety of changes to the game before Apple will approve a new version.

It's often the case that whenever Apple releases new hardware, there are temporary bugs that appear in many games until Apple releases a software patch for the graphics drivers.  So this may fix itself next time you get an OS update.

I wish I had better news. :(

Thank you for the bug report.  Without these kinds of hardware-specific bug reports, it would be impossible for me to make Cogs work on as many computers as possible.

  - Rob
    Founder, Lazy 8 Studios

10
Cogs / Re: Demo DLL error msg after install on PC
« on: August 31, 2012, 01:47:23 AM »
Unfortunately we've let the stand-alone demo (available from www.cogsgame.com) lag a bit behind the version on Steam.  Especially if you already have the Steam client installed, you may want to consider instead trying out the free Cogs demo here: http://store.steampowered.com/app/26500/

  - Rob
    Founder, Lazy 8 Studios

11
Cogs / Re: Cogs *very* slow on linux.
« on: May 20, 2012, 07:12:07 PM »
Sorry for the silence guys.  Apparently my forum notifications got caught by my spam filter.

Layolayo - What graphics card do you have?  Cogs makes heavy use of vertex and pixel shaders, so if you don't have a dedicated graphics card with hardware support for transforms and lighting (Usually considered "OpenGL 2.0 compliant"), then your machine probably doesn't have the horsepower to run Cogs.

Doxin - You should have more than enough horespower, but from what I've seen, you'll likely need the proprietary drivers to run Cogs.  I'm not much of a Linux driver expert, but so far, I haven't heard of any workarounds or alternatives.

12
Cogs / Re: why an installer on Mac?
« on: February 29, 2012, 11:07:25 PM »
Which version do you take issue with?  Both the Apple App Store and Steam versions are build according to their security guidelines, so I'm not sure what else to do with my build settings to make it suit your needs.

13
Cogs / Re: Cogs GO fails to start
« on: January 13, 2012, 10:16:02 PM »
This definitely appears to be related to the previously-mentioned solution of installing the MS Visual C++ Redistributable drivers from here:

    http://www.microsoft.com/download/en/details.aspx?id=5555

But it sounds like you've already done that.  If that doesn't work, I suppose you could try installing the previous version of that library:

    http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=29

14
Cogs / Re: Cogs GO fails to start
« on: January 03, 2012, 05:40:13 PM »
It's possible that you may be able to get more details from the Windows Event Viewer.  On Windows XP, you can open it like this: click Start, click Control Panel, click Performance and Maintenance, click Administrative Tools, and then double-click Event Viewer.  Hopefully it can give you some additional details about the problem.

15
Cogs / Re: Cogs GO fails to start
« on: December 26, 2011, 09:26:11 AM »
Is it possible that you installed the 64-bit version of the MSVC Redistributable package rather than the 32-bit?  Here's the link to use:

    http://www.microsoft.com/download/en/details.aspx?id=5555

Even if you have a 64-bit computer, Cogs is a 32-bit build, so at runtime, it will try to link against the 32-bit libraries.

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