top of page
Search
tiofinfativepas

Get To The Orange Door Full Crack [Ativador]

Updated: Mar 11, 2020





















































About This Game The objective is in the title.Get To The Orange Door, an intense and adrenaline pumping parkour platforming First Person Shooter based around the neon-and-chrome retrofuturist aesthetic of the 80's. With a mix of classic and modern first person shooter mechanics, wall run, slide, clamber, and dash around each level at supersonic speeds as you blow through enemies using unique weaponry and fluid movement mechanics.Use a varying range of weaponry, from a sword that can deflect bullets all the way to two full auto extended magazine machine pistols that shoot heat seeking rounds. Vending machines and boxes scattered and hidden around each level will help you arm up and prepare for combat. Fast paced movement focused FPS; a modern take on classic game mechanics Multiple modes to play and master Over 20 unique weapons, all with alternative fire modes Partially generated levels and enemies; no single playthrough plays the same A rad soundtrackGet To The Orange Door is currently in HEAVY development, and new changes are being added every day! The current roadmap is only a small portion of what I plan to add to the game, but with the nature of the game being very experimental, who knows what could happen. I appreciate you taking the time to check out my game, and I am excited to show you all what I have cooking up next. If you'd like to follow development, report bugs, or add in suggestions, please come and check out my Discord server! I am there every day talking with fans and showing off new stuff! a09c17d780 Title: Get To The Orange DoorGenre: Action, Adventure, Indie, Early AccessDeveloper:Andrew SmithPublisher:HitcentsRelease Date: 30 May, 2019 Get To The Orange Door Full Crack [Ativador] Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. Incredible fluidity of motion and extremely satisfying gunplay. This is only going to get better as the developer continues to add more to this game. If I had to rate this game I couldn't because it's still in early access and any score wouldn't do this justice.A word about the developer: I have never seen someone as dedicated as Andrew. He had lost the original game to corrupted data and rebuilt his game anew. He is constantly posting on the subreddit and discord. You can feel his passion for this project. If I had to give the developer a score..... 19\/10. G E T T O T H E O R A N G E D O O RETTOTHEORANGEDOOR(Love it, the guns, the movement, the nades, the music, the aesthetic, its great. Few bugs here and there, not game breaking, and the AI is alright.). Runs smooth, has an amazing developer, and an amazing soundtrack. 8\/10 Release V1 crash fix tomorrow along with some other general fixes!: So, I have gotten a lot of people with crash issues when loading a new game, exiting the game, or sometimes even just playing.I apologize for the issue! Right now it is my number one priority, and I think I know what is causing the crashes. For some odd reason the entire game is running ONLY on the CPU and none on the GPU, and this is a problem for how I have set up my scenes. I am currently re-working the scenes to nullify this issue, and the update should be out by tomorrow including a few other fixes that have been brough to my attention.Day 1, off to a great start, amirite?Edit: Here is what I will be fixing for tomorrow:Optimization on arena mode, level 8, 10, and 11Exploit with no crosshairGPU/CPU fixSome buildings with bad collisions fixesEDIT #2:Alright well I couldn't sleep, so I got up and pushed the building overhaul to you guys. It should help you squeeze some more frames out before I work on the true optimization for tomorrow. I am pretty sure I screwed up the corner of one of the buildings, so hopefully that doesn't trigger anyone HNNNGH.I'll fix it tomorrow, ick...EDIT #3:ALRIGHT. WELL. I just realized that one of the buildings are kinda bugged on level 9 (the ones you can go inside of) so I am opening Unity back up to fix that, along with the weird corner thing from the last edit.DAY ONE EVERYONE. DAY ONE.God have mercy I might not wake up tomorrow.Anyway, I will let you all know when the update hits! Thanks for sticking with me, and I hope to hear from y'all soon!-Andrew. GTTOD Update 1a -Enemy Parkour Patch-: Just jumping in here to fix a few bugs and change some things that I saw while watching a player stream the game. Enemies do slightly less damage so you aren't melted quite as quickly Enemies get easier the more you die Fixed a bug where sometimes the enemies wouldn't spawn as you entered a level Increased wallrun cooldown Increased force of walljumpKeep in mind, everyone, that proper wallrunning technique is HOW YOU STAY ALIVE. Spend as much time as you can on a wall, that way when you jump off it not only do you have more time to think about your next move, you also have more momentum going forward, which is the direction you want to head in. On top of that, keep in mind that enemies have a much cleaner shot if they are aiming at you moving vertically than if you are moving forward and horizontally. Spamming the spacebar on a wall will get you killed MUCH faster.It's first grade Squarepants.Anyway, going further into the week I will be working on a few parkour changes as well. First off is a MINIMUM required time spent on a wall. I am pretty sure Titanfall 2 has this where as you have to get a firm footing on the wall before you can jump off of it. This makes it so people can't spam jump walls, which I think is a really valuable tool. On top of that, I think bumping the player off of a wall if he reaches the top of it is causing a lot of confusion for people. I am trying to think of a good way to go about fixing this, and right now I have a few ideas to work with but nothing solid. We will see how these things go.From here on out I am going to try and make it a tad bit more difficult for players to be able to spam wall-jumping to gain altitude. Remember it is not altitude that you want, but forward momentum.Have fun! Sorry for the rough start everyone!-AndrewP.S. In the coming patches I will be spreading enemies out more and prying them away from the spawn doors. Sorry for the issues involving that.Peace!. GTTOD Combat 2: https://youtu.be/Ud5C_5y7JHo. I have taken GTTOD off the Steam Store temporarily: I know this may not be the BEST announcement for this time of year, but this decision did not come easily.So to catch you up on what has been happening the last 6 months:6 months ago, GTTOD's files became corrupted. GTTOD Update 1 -The Outrun Update-: It is nearly 6:00 AM and I have been awake since 10:00 AM of the previous day. I have spent the entire day on this chair, and I can feel my bones beginning to cave in.Let's get down to business before I shatter! New enemy type, the Kamikaze Dudes Enemy A.I. improvements Optimization out the ass Crash fixes All new, better looking, and more optimized buildings Nearly every single level got a total redo. Still working on 10, 11, and Emission New color pallet Better hit effects New enemy Death Effects Building collision improvements Fixed enemies shooting through walls in many areasSo, this is a total re-make in more ways than one. So many fixes and so many changes I don't think I can list them all, so I just listed the big ones that came to mind. I really REALLY tried to capture that "Outrun" A E S T H E T I C hereThere will be lots and LOTS of patches coming in the next few days, especially regarding levels 10, 11, and Emission. I also am working on a few new mini modes for the first Content update that I think y'all are gonna like a lot.I hope you enjoy this update, and expect more updates and more changes to follow in the coming days!. GTTOD: Over-overhaul patch notes: [/imgWow that took a long time.After three months of work, I can happily say that the Over-overhaul is FINISHED. I have gone through and completely re-made a huge portion of the game, and right now I could not be more satisfied. If you are seeing this and HAVEN'T checked out the new stuff, what the hell are you doing? Get in there and give it another shot!To everyone who sat through the last three months, thank you so much for your support. I hope that where the game is now satisfies you, since it's only going to get better from here.The positive reviews I have been getting have really filled me with determination to keep working and keep going, and I thank all of you so so much for writing them. We are almost at 90% positive! HYPE!ANNNNYWAY, lets get these patch notes over with so I can get back to making the game, and you guys can get back to enjoying your Saturday. Six new levels Added water where there at one point was nothing Swimming Enemy teleportation Enemy tweaks Optimization Real lighting and shadows All new art and art direction New menus, options, and level selects All new weapons, weapon tweaks, and animation fixes New bullet effects New enemies (turrets, new Sword and Kamikaze enemies) New trailer! Launch pads Dash resets New momentum-based parkour system Parkour tweaks and fixes Over-all bug fixes (literally hundreds, I'm not listing that shit) New race mode based on 10 second timer New Ninja mode with updated sword mechanics New tutorial Work on a save system Dialogue system Started work on the actual story of the game in new intro Probably a lot more but I'm tired of listing thingsI think the real bummer is that this isn't even all I have worked on over the last three months. There are still a TON of new things that I haven't even put in the game yet, and are just waiting to be implemented. I won't be putting them in until more levels are added to the rotation, that way I don't cram pack the current levels and cause a really bad "Indie" difficulty curve (thanks for the wording, Ven). As time passes and more content is added to the game, I will be working with this difficulty curve a lot.So, for now, enjoy the update, and I'll see you all in the next one!-AndrewPS: Don't forget to join the discord to catch up on what is really going down on a daily basis, and to also report bugs and add in suggestions! Discord Server [discord.gg]. Mac and PC demo is up! Mac instructions in here!: You can download the Windows version here on steam, but while I work on getting some kinks out of the Mac version for Steam, you can find the link to the Mac demo on itch.io! Just search Get To The Orange Door Demo 4 and it will pop up! For some odd reason, Steam removes links from announcements. Sorry!The Itch.io version is the current Mac build of the demo! I hope you have fun!Controls:WASD: Move (can be rebinded)R: ReloadRight Click: Use/Aim Down SightsG: Restart LevelEsc: Return to MenuF: Interact/End SlowMoTab: SlowMoC: Crouch/Change Camera In VehicleSpace: JumpShift: Sprint/Dash. Whoopsie-Daisy. Patch incoming to fix that loading screen bug!: Sorry about that. I forgot to turn the level load script back on after I edited the intro.Uhhh, patch note:- Fixed the game, you can play it now I hope.. Some patch notes from the most recent update: FIRST OFF.Sorry to all you inverted folks out there. I had no idea until today that the P-thing didn't work correctly. I will be updating here HOPEFULLY tonight to put support for inversion in the options menu. If not tonight, tomorrow.I feel like I keep screwing you guys over, and for that, I am sorry.ANYWAY, onto the patch notes.More work has been done on fixing the White Screen Glitch, and this one might actually help out a TON. Slowed down the player Added an objective tower for testing in level 2 New Tutorial Fixed the weapon bug issue from the last patch Various bug fixes and tweaks

4 views0 comments

Recent Posts

See All

Opmerkingen


bottom of page