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PostPosted: Thu Jul 14, 2016 10:49 pm 
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Joined: Thu Jun 23, 2016 9:08 am
Posts: 51
Hello!
We just pushed a new Bombslinger build to Steam, update will be automatic.

We've been working on this almost two weeks and thanks to your feedback, we are confident it's way more polished than what you've been testing so far.

We are looking to release on Early Access next Tuesday, July 19th and we would super appreciate if you could give it one last go and tell us what you think about it! :mrgreen:

JULY 14th 2016 Early Access release candidate change log

Fixes

  • Remade almost all the rooms, hopefully fixed all the major issues
  • The game can now be completed properly
  • When dropping a bomb you can backtrack more easily on the same tile
  • Desert enemies behavior have been reworked in some cases
  • Moonshine thrower enemy can’t hit you if you’re shopping
  • Refactored the Tumbleweeder item so that it behaves more consistently
  • Fixed all animation bugs that where happening when using the Moonshine bomb
  • Item icons in the UI disappear correctly when used
  • Fixed the spirit bar usage and bugs
  • The speed boost item has been nerfed (but you can find more than one and stack them)
  • The Shaman’s call item behaviour now teleports to the start room
  • Camera shake effect has been refactored to clamp more effectively
  • The intermission screen has proper level thumbnails and chapter names
  • The burning house intro animation has been worked upon a bit (not done yet)
  • Fixed navigation bugs in the settings UI
  • Enemies can no longer traverse paths and vanish into oblivion out of the rooms
  • Fixed the Trap item damaging you after killing enemies
  • Made the minimap more readable
  • Reduced particles in the intro scene for better performance
  • Fixed tens of small issues

Features

  • Added a change log screen at the beginning of the game
  • All bosses now drop a health upgrade when killed
  • Nuclear bomb is now a special item with a base flame power of 5
  • Added Retry options on the game over screen and in the settings menu
  • All bosses behavior have been worked on
  • All bosses duel portraits are there
  • Improved boss doors
  • Integrated many new sounds and ambiances, worked on the mixing (not final)
  • Added a room transition effect
  • Removed the first bottom layer of wheat in the Ranch for better visibility
  • Added visual details on the Desert level ground


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PostPosted: Sat Jul 16, 2016 12:12 pm 
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Joined: Fri Jun 24, 2016 9:55 pm
Posts: 21
This new build is awesome !!! I love what you guys have improved. The extra hearts gave me the chance to meet the 3rd boss and fail miserably, but still, I got further than ever :)

The correct boss pics and chapter naming is also nice and adds to the "completeness" feeling of the game.

I have 2 more issues, but I'll list those in a separate topic. Good luck on the early access release :)


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PostPosted: Sun Jul 17, 2016 10:59 am 
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Joined: Thu Jun 23, 2016 9:08 am
Posts: 51
Thanks! Let us know what the issues are, we're in a bug-fixing crazy streak :twisted:


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PostPosted: Sun Jul 17, 2016 9:19 pm 
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Joined: Fri Jun 24, 2016 9:55 pm
Posts: 21
See this topic


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PostPosted: Tue Jul 19, 2016 8:20 am 
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Joined: Tue Jun 28, 2016 10:54 am
Posts: 9
I've got two issue, the first one is the white lines described by @Denhomer and in my previous post (message n°4)

the second one is a sorting issue, to explain it, the boss door was at the bottom of the level, then when completing the room, the cowboy appears behind the barriers when the camera was showing the door opening (it was like he was in the weed field)

Also the pixel transition is strange, I think it suit well the transition between fights in the first final fantasy, but here it doesn't make a lot of sense. I'd rather take a screenshot of the current room, then use that as a sliding transition to introduce the new room.


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PostPosted: Tue Jul 19, 2016 8:57 am 
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Joined: Thu Jun 23, 2016 9:08 am
Posts: 51
Hi thanks for the feedback!
We're looking into the lines issue but it's a tricky one. The sorting issues are also something we're actively fighting on a daily basis, there's still some work though :?
About the pixelization effect, we that as placeholder for that, *but* the room sliding effect is kind of a classic so if we can fin something a bit different that would be great.

Besides the visuals, what do you think about the game's latest build, gameplay-wise?


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