Welcome to Pre-Alpha Demo 3.5 of Homestrife 4 1/3!
1. Known MINIMUM System Requirements
2. Default Keyboard Controls
3. Gameplay Information
4. Troubleshooting
5. Changelog
- A graphics card that supports OpenGL 2 minimum
- Windows Vista (ie. Higher than Windows XP)
Controls are fully redefinable. You can also use Gamepads/controllers(recommended), but you will need to define them manually, as the game doesn't automatically detect and define controllers.
Note that if you define an analog stick for movement, the controls will become Smash Bros style, with "smashes" replacing double taps for dashes.
Player 1
Up: W
Left: A
Right: D
Down: S
Jump: H
Light Attack: G
Heavy Attack: B
Block: K
Pause: Z
Menu Confirm: G
Menu Back: H
Player 2
Up: P
Left: L
Right: '
Down: ;
Jump: Numpad 5
Light Attack: Numpad 4
Heavy Attack: Numpad 1
Block: Numpad 6
Pause: Numpad 0
Menu Confirm: Numpad 4
Menu Back: Numpad 5
Player 3 and 4 have no default controls. Gamepads/controllers are highly recommended in general, but DEFINITELY for more than 2 players.
System Controls:
Enter: Menu Confirm
ESC: Menu Back
If you want to reset your controls, delete the config.xml in the Homestrife root folder.
Movement Controls While Grounded:
-Double-tap Left or Right to dash in that direction. Alternately, "smash" the analog stick left or right.
-When standing on a raised platform, hold down and press Jump to drop down through it
-Tap jump briefly for a short hop, and hold it a little longer for a full jump.
Movement Controls While Airborn:
-Hold left or right to alter your trajectory.
-Press jump again to double-jump. This can't be done after air dashing.
-Double-tap the direction you are facing to air-dash in that direction. Alternately, "smash" the analog stick left or right. This can't be done after double-jumping.
-Hold both down and jump simultaneously to fall through raised platforms. You won't double jump if you press the jump button while holding down.
Attacking:
Press the Light Attack button to execute an attack. You'll get different attacks if you hold up, down, or forward while pressing the attack button. You'll also get another attack if you hold backward while airborn.
After striking with a Light Attack that was executed without holding a direction, press Light Attack again to automatically combo into the forward-held version.
Hold forward and press the heavy attack button while on the ground to execute a particular heavy attack. More to come!
Do a quarter circle forward motion (down, then down-forward, then forward) and press the light attack button to execute a special move. This will work on the ground or in the air. Again, more to come!
Blocking:
Press the block button to block incoming attacks. This will only block damage from the front. Attacks will still do damage while blocking, 10% damage. This is known as Chip Damage. Chip damage can not kill you, but will leave you a minimum of 1 health.
Fighting:
Either deplete your opponents health or knock them off of the stage to elimiate one of their lives (the red numbers under the health bars). When a player's lives drops to zero, they have lost.
Missing DLL's:
If the game asks you for MSVCP100.dll. You'll have to download and install the Microsoft Visual C++ 2010 Redistributable Package (x86). You can download it right here.
If it asks for MSVCP110.dll, you'll need the Microsoft Visual C++ 2012 Redistributable Package (x86), which can be found here.
Not Valid Application:
If you get an error stating the game is "not a valid win32 application", this unfortunately means you're running a version of Windows that is too old, ie. Windows XP. This game seems to require at least Windows Vista. Windows 7 recommended.
Game closes/won't open:
If after running Homestrife.exe and a black window pops up then instantly closes, this means that you're getting an error of some sort. Check the log for details. Same goes if the game, seemingly, randomly closes.
"ERROR: OpenGL shaders and/or buffer objects are not enabled":
If you get this error, it means your version of OpenGL is too old(less than v2.0). If it tells you this despite the log file saying you have OpenGL 2 or above, update your graphics drivers if possible. If this doesn't solve the issue, we're afraid it might be a lost cause.
Game doesn't run on your version of Linux:
Give us all the details we need. Specs, OS version, etc. We don't have much experience in Linux, nor the wide variety of systems to test it on. Any information you can give us will help us improve compatibility. We will try to fix the compatibility issue and link you to an update as soon as possible.
If you have a problem which isn't covered by the above common issues, we would like it if you sent us the "log.txt" as well as your computers specs to homestrifegame[at]gmail[dot]com.
3.5 (2014/09/26)
Added custom font system.
Completely revamped menu system.
Added Rose(very early development).
Added Vriska(early development).
Added LOLAR(early development).
A new "strictly mid" blockability type for attacks. These attacks are always mid regardless of vertical position or velocity.
Separated blockability into two variables: one for blockable/unblockable, and another for high/low/mid/strictly mid. This is to facilitate the concept of high/low throws.
Implemented high/low invlun, since anti-airs and "anti-lows" won't be facilitated by "creative hitboxes" anymore.
Super armor!
A universal hitstop value. Attacks can override it, but most won't.
Made sure to buffer anything that happens during hitstop. Then the universal buffer time will extend backward starting at the beginning of the hitstop, rather than the end of it.
General bug fixes, cleaning and memory leaks.
3.1 (2013/10/18)
Engine can now properly handle textures larger than what the environment's OpenGL implementation can handle.
Holding down disallows jumping while in midair.
GL error reporting should be slightly more useful.
Fixed and repositioned character select screen GUI elements.
Setting an input will clear the button/key/stick/hat used from other players.
Made the camera zoom handle the distance between player characters more strictly.
John can no longer cancel from 5L to 2L.
Resolution options available in video settings. Also, video settings available mid-match in the pause menu.
Possibly less of a strain on the GPU?
3.0 (2013/10/11)
Depth and parallax effects in stages.
Higher gravity for snappier jumps.
Combo tracking and infinite prevention.
The first person to select a palette keeps it, if another player selects the same character and palette.
Palettes are maintained between matches.
All blocked attacks deal 10% damage. A blocked attack cannot deplete health below 1.
Support for 2-4 players.
Double-taps and hard-tilts are less lenient.
Camera doesn't move beyond stage boundaries. Ringouts occur after falling completely below the bottom boundary.
Characters can be selected before selecting palettes. Available characters are defined externally for ease of altering the list.
Stages can be selected after selecting characters and palettes. Available stages are defined externally for ease of altering the list.
Falling through platforms requires holding down AND jump. It's probably going to stay this way.
Landing while in hitstun goes right into a standing hitstun animation, instead of the landing animation.
How an attack must be blocked is dependent on relative vertical position and velocity as follows:
Mid attacks must be blocked high if the attacker is above the defender and not moving upward. They must be blocked low if the attacker is below the defender and not moving downward. Otherwise they can be blocked in any manner.
High attacks must be blocked high if the attacker is at the same altitude as or higher than the defender. Otherwise they can be blocked in any manner.
Low attacks must be blocked low if the attacker is at the same altitude as or lower than the defender. Otherwise they can be blocked in any manner.
After landing standing Light or crouching Light, pressing Light without holding a direction will cancel into forward Light. Similarly, landing standing Heavy and pressing Heavy without holding a direction will cancel into forward Heavy.
New voice clips for John
2.6 (2013/07/01)
2.5 (2013/06/25)
2.1 (2012/11/10)
2.0 (2012/11/08)
1.1 (2012/08/29)
1.0 (2012/08/13)