Oxeye Game Studio » Updates & Patches http://www.oxeyegames.com Creative Games Wed, 29 Nov 2017 08:29:26 +0000 http://wordpress.org/?v=2.8.4 en hourly 1 Intel & Update Report: v124i is out! http://www.oxeyegames.com/cobalt-v124d-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124d-alpha-change-log/#comments Fri, 07 Mar 2014 22:29:14 +0000 Trif http://www.oxeyegames.com/?p=1509 Ladies and gentlefaces, it’s the moment you’ve all been waiting for: The intel report!

Trif’s here, and I’d like to say that I like jeb’s beard. And frequent updates. So I stole both. Okay, maybe just one of them.

v124i Alpha of Cobalt is out in the wild, and I want you to download it! “But Trif, where did v124c go?!” I learned that Oxeye had several prototypes waiting to be snatched, so I took the shiniest one! We’ll take a look after staring at this glorious animated picture!

But they don't even have wings!
But they don’t even have wings!

I like trains!

The freshly baked update adds Hadoukens— erm, moving platforms to the game! More specifically, map wizards now have a new spell that allows them to properly add moving stuff. While it can be used to put flying carpets in maps, it serves an even more glorious purpose:

Cobalt—now with public transit!
Rolling Simulator 2014—now with public transit!

Notice the train in the bottom of the picture? It moves. The newest dark next–gen technology adds more dynamic atmosphere features to the level editor. Make good use of this new weapon, wizards. I’ll be stalking you waiting at the vault.

Gotta go slow

The evil scientists continue their possibly dark experiments with the essence of time itself. Bullet time has been refined once more, no longer trapping you like a Chrono Bomb when a throwable is getting out of your danger zone—unless it is a Chrono Bomb, of course.

Should you be dissatisfied with the default bullet time mechanic, the custom settings have been glorified to suit the entire audience. Other than changing the amount of slowdown, the options now tweak the range of reaction enhancers a little bit, and activation speed a bit more. You’re going to pick the “None” option, of course. Real gladiators experience the world in bullet time naturally anyways.

Freeze! ‘Nade time!

If you’re reading this from the Northern Hemisphere, you have successfully survived the winter—but the danger of freezing to death is not gone, especially not if you hug a Nitrogen Grenade! The newly introduced tool of icy destruction now delivers an even more cold death, exploding on impact with greater power than before. Obviously, it’s for peaceful scientific purposes. …Right, guys?

The developers have given the other explosive devices some love too. Opening doors is lame, kicking them in is cool, but making the door fly open with the sheer impact force of a grenade is even cooler! That’s right, you can now blast open a door with a grenade followed by another one, a rocket, or whatever surprise you have in your arsenal!

Nobody expects the Spanish Inquisition of Explosiveness!
Nobody expects the Explosive Inquisition!

Finally, the beautiful little boxes that indicate you’re about to be shot in the face have been made more… discoish. It’s a wonder of colors, and it’s so marvelous you should see it in its full glory. Go in–game and check it out!

The Breakdown

Fine, you want the change log, don’t you? You’re in for the raw list of awesomeness? I’m in a good mood. Take it.

Alterations:

  • Another small Bullet Time tweak. It feels fantastic!
  • Made the speed at which the reaction enhancers activate part of the bullet time setting and also tweaked all bullet time settings to be more useful.
  • Moving tiles is now possible in the editor in a more controller and free system!
  • Improved predator ai slightly.
  • Improved Nitrogen grenades
  • Facing away from flashbangs is even better
  • OnScoreReached working and more options.
  • Improved fires warming ability.
  • Bopo now follows the player.
  • Warning boxes now come in player colors!

Bug–Fixes:

  • Fixed some eye and light animations on actors ai feedback
  • Fixed offers can get stuck when teleporting

Next week, we’re stealing Oxeye’s level art process! That’s a secret, though. Don’t tell them. See you.

]]>
http://www.oxeyegames.com/cobalt-v124d-alpha-change-log/feed/ 42
Cobalt v124b Alpha Change Log http://www.oxeyegames.com/cobalt-v124b-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124b-alpha-change-log/#comments Tue, 04 Mar 2014 21:39:29 +0000 thewreck http://www.oxeyegames.com/?p=1500 Hi!

Cobalt is now at v124b! The bullet time change in the last version has gotten a tweak and a number of small bugs are fixed. Read more for full change log!

Change Log

Alterations:

  • Tweaked the bullet time rebalance: Less max, faster to activate, faster to fall off.
    New grenade: Nitrogen Grenade
    Re-added old survival as “Classic Survival” new survival is now named “Waves Survival”
    Slower view heat effects
  • Tweaked the bullet time rebalance: Less max, faster to activate, faster to fall off.
  • New grenade: Nitrogen Grenade
  • Re-added old survival as “Classic Survival” new survival is now named “Waves Survival”. Re-added two old maps.
  • Slower view heat effects

Bug-Fixes:

  • Fixed not being able to change teams after going to menu from ingame
  • Fixed crash related to scopes in actor hud.
  • Fixed not being able to paste from clipboard.
  • Had accidentally broken old survival, now working again. It never increased the tier and spawns were borked…
  • Team selection input repeat error fixed.
]]>
http://www.oxeyegames.com/cobalt-v124b-alpha-change-log/feed/ 14
Cobalt v124 Alpha Change Log http://www.oxeyegames.com/cobalt-v124-alpha-change-log/ http://www.oxeyegames.com/cobalt-v124-alpha-change-log/#comments Mon, 03 Mar 2014 14:10:13 +0000 thewreck http://www.oxeyegames.com/?p=1481 Hello!

We have updated Cobalt to v124! This time we have focused on bugs, tweaks and some content. The biggest and most interesting change has to do with bullet time. Here is why:

The Problem

As you may know, bullet time is a big part of Cobalt. Lately I’ve been feeling that the combat in Cobalt has started to get a slightly too focused on timing defensive moves, while offensive moves are executed haphazardly or without much effect on the end result. Because of this, I’ve been looking for a long time to a way to put timing back into attacks.

Inspiration

The idea to adjust bullet time came from being inspired by the difference between the first rounds of Team-Strike where there were no reaction enhancer, and the later round when there were. I really liked that you in the beginning had to keep an eye on your enemies to see what they were doing, not just stare at your own character and react to threats. These first rounds would be quicker, and more about doing precise timed attacks when the enemy didn’t expect them. The later rounds would be more about reacting to situations and executing well timed defensive moves. However, i did not like the inconsistency. It was hard to explain and it also felt like a contrived way to cater to both playing styles.

The Solution

I decided to change how the reaction enhancer is activated.  Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maximum slowdown for a threat was also increased. This changed a number of things:

  • Bullet time is more predictable and smoother and easier to time correctly  and adapt to.
  • It also means that being cool and timing accurate shots against your opponents is more effective than before.
  • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
  • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
  • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
  • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.

Let me know what you think!

/thewreck

Cobalt-140303-00

In other news!

The community map making is really starting to gain some momentum again! In a future update we want to include more maps made from the community but we have not figured out how to do that from a “legal” standpoint yet. In the meantime, head over to http://cobaltvault.no/ and start downloading all the goodies!

Personally I can especially recommend trying out Janeators Challenge Week (Map Pack) v1.0! Good stuff!! (follow for updates)

/kinten

Hit to jump to read the full log.

Change Log

Alterations:

  • Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased.
    This means that bullet time is more predictable and smooth and easier to time correctly  and adapt to.
    It also means that being cool and timing accurate shots against your opponents is more effective than before.
    It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
    It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
    It also means that you don’t get trapped in bullet time as easy by single or few bullets.
    It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.
    New Team-Strike Map: Trunkopolis
    Bullet time vs bullets now only activated if they are heading towards you, not away from you.
    Railguns have been made more expensive.
    Made bot colors more uniform
    Made team mask colors more aggressive.
    Slight tweak to throwing power and effect of fast tap.
    Flashbang eye blinding glow now takes color from eyes to easier identify team
    Team settings in actors spawners moved to an owner setting.
    Variate in editor when selecting 1 tile only randomizes between other variations
    Editing team ownership in editor moved to Owner Mode.
    Reaction enhancer/ bullet time stat added to bars in actor selection
    Increased bullet time effect of melee combat.
    Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.
    Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.
    Scoping crosshair and laser rays are now colored according to team
    Scoping crosshair and logic adjusted.
    Bullet time options have been simplified.
    Added hud icons to help locate plug
    Optimizations
  • Bullet Time logic has been changed. Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maxiumum potential slowdown for a threat has also been increased.
    • This means that bullet time is more predictable and smoother and easier to time correctly  and adapt to.
    • It also means that being cool and timing accurate shots against your opponents is more effective than before.
    • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
    • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
    • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
    • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.
  • New Team-Strike Map: Trunkopolis
  • New Deathmatch Map: Night Temple
  • Lower classes in Team-Strike now also have reaction enhancers to keep things more consistent.
  • All metalface full pieces add to the reaction enhancer potency, with the chrono suit adding the most. This means bare metalfaces have less reaction enhancing.
  • Bullet time vs bullets now only activated if they are heading towards you, not away from you.
  • Railguns have been made more expensive.
  • Made bot colors more uniform
  • Made team mask colors more aggressive.
  • Slight tweak to throwing power and effect of fast tap.
  • Flashbang eye blinding glow now takes color from eyes to easier identify team
  • Team settings in actors spawners moved to an owner setting.
  • Variate in editor when selecting 1 tile only randomizes between other variations
  • Editing team ownership in editor moved to Owner Mode.
  • Reaction enhancer/ bullet time stat added to bars in actor selection
  • Increased bullet time effect of melee combat.
  • Added a feedback and a bullet time effect to hitting a grenade (punching or shooting it). Also to deflecting a bullet more than 1 time.
  • Debris and heads flying off now retain hull data and colors which makes it look better! Also, always fun to be able to identify your own head lying on the ground.
  • Scoping crosshair and laser rays are now colored according to team
  • Scoping crosshair and logic adjusted.
  • Bullet time options have been simplified.
  • Added hud icons to help locate plug
  • Optimizations

Bug-Fixes:

  • Fixed a rather serious auto-aim targeting bug which caused aiming at incoming grenades not to work.
  • Hacking now works again.
  • Fixed a crash related to hack device
  • Fixed heat effect (and all other shaders) not working if a player aborts its invulnerability time by attacking or throwing an item.
  • Auto aim setting now works again.
  • Fixed being able to set custom score goals.
  • Fixed some idle Ai-bots bugs
  • Fixed bot team names in FFA being blank.
  • Add and edit teams in stage now works.
  • Corrected team colors and masking
  • Fixed a crash where if you shot a lava ball and it hit an enemy.
  • Map parameters are now correctly saved when starting a map.
]]>
http://www.oxeyegames.com/cobalt-v124-alpha-change-log/feed/ 26
Cobalt v123 Alpha Change Log http://www.oxeyegames.com/cobalt-v123-alpha-change-log/ http://www.oxeyegames.com/cobalt-v123-alpha-change-log/#comments Fri, 07 Feb 2014 06:09:07 +0000 thewreck http://www.oxeyegames.com/?p=1410 Hello!

We have updated Cobalt to v123! Here is the change log!

Also, check out Radio cobalt episode 1! It gives an overview to some of the new things!

Cobalt-140123-85

Change Log

Alterations:

  • Changed brain movement
  • Altered horizon rendering to be more epic and less in  your face.
  • Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps
  • New actor: Boom!
  • New actor. Wasp!
  • New actor: Fly!
  • New actor: Skullfish!
  • Walking reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!
  • Improved reflect so that it more nicely reflects bullets back
  • Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.
  • Tweaked the predator AI to attack in bursts with pauses in between to make the combat with them more interesting and predictable.
  • Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.
  • You can now carry max 3 different types of throwables, similar to ranged weapons.
  • Small gameplay improvements to sandy challenge maps
  • rolling amount is now directly connected to how much you spin which should make it more clear.
  • Improved air roll landing behaviour to be more smooth
  • Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.
  • New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!
  • Survival very much reworked! Gambling, dynamic shop. waves and an actual end!
  • Bots now have a setting for their skill level, also an option to automatically adjust bot skills.
  • Spiked mines only detonate on enemies and also blink more aggressively when you approach it.
  • removed reloading/switching weapon penalties.
  • Completely reworked the combo/scoring system.
  • Plasma is now deflectable, but still does damage and heat. More consistent!
  • Missiles now get pushed around like grenades when shot. More consistent!
  • Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.
  • Two new suit types: Chrono and Stealth.
  • Slight rebalance among suits. Explorer suit has slightly buffed cold and heat resistance.
  • Added small personal indicator for autoaiming.
  • Felishroom has higher jump.
  • Flashbang visuals tweaked, gameplay effect emphasized. Enhanced being blind feedback. Increased flashbang effect range. Facing back to flashbang now is better over longer ranges.
  • Improved auto-aiming accuracy during bullet time effect and while using scopes.
  • Rebalanced bullet time factors for plasma and gyrojet.
  • Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.
  • Improved explosion feedback, clearer range of effect.
  • Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.
  • Explosives now has an exponential damage curve instead of binary damage.
  • Plasma weapons have been reworked and rebalanced. Instead of overheating and cooling down, it now charges up so that the first shots are more powerful. Indicated by sound and visuals
  • Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.
  • User maps are now listed in a separate user maps menu.
  • Increased rail slinger and defender ammo.
  • Increased aiming speed of the lighter rail weapons and added semi-firing mechanics to rail slinger.
  • Improved auto aim of weapons affected by gravity (crossbow, grenade launcher…),
  • Matter gun silencer < slugger revolution < slugger semi stealthyness.
  • Urns and borealis containers are no longer grippable.
  • And probably a ton of smaller changes I forgot to type down!
Changed brain movement
Altered horizon rendering to be more epic and less in  your face.
Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps
New actor: Boom!
New actor. Wasp!
New actor: Fly!
New actor: Skullfish!
Walking not reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!
Improved reflect so that it more nicely reflects bullets back
Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.
Tweaked the predator AI to attack in bursts in pauses in between to make the combat with them more interesting and predictable.
Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.
You can now carry max 3 different types of throwables, similar to ranged weapons.
Small gameplay improvements to sandy challenge maps
rolling amount if not directly connected to how much you spin which should make it more clear.
Improved air roll landing behaviour to be more smooth
Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.
New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!
Bots now have a setting for their skill level, also an option to automatically adjust bot skills.
Spiked mines only detonate on enemies and also blink more aggressively when you approach it.
removed reloading/switching weapon penalties.
Completely reworked the combo/scoring system.
Plasma is now deflectable, but still does damage and heat. More consistent!
Missiles now get pushed around like grenades when shot. More consistent!
Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.
Two new suit types: Chrono and Stealth.
Slight rebalance among suits. Explorer suit has slightly buffed cold and heat resistance.
Added small personal indicator for autoaiming.
Felishroom has higher jump.
Flashbang visuals tweaked, gameplay effect emphasized. Enhanced being blind feedback. Increased flashbang effect range. Facing back to flashbang now is better over longer ranges.
Improved auto-aiming accuracy during bullet time effect and while using scopes.
Rebalanced bullet time factors for plasma and gyrojet.
Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.
Improved explosion feedback, clearer range of effect.
Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.
Explosives now has an exponential damage curve instead of binary damage.
Plasma has been reworked and rebalanced. Instead of overheating and cooling down, it not charges up so that the first shots are more powerful.
Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.
User maps are now listed in a separate user maps menu.
Increased rail slinger and defender ammo.
Increased aiming speed of the lighter rail weapons and added semi-firing mechanics to rail slinger.
Improved auto aim of weapons affected by gravity (crossbow, grenade launcher…),
Matter gun silencer < slugger revolution < slugger semi stealthyness.
Urns and borealis containers are no longer grippable.

Bug-Fixes:

  • Optimized detector code which also should make it never accidentally miss a detection at fast speeds close to the detector.
  • Fixed bug in region size manipulation
  • Fixed bug drawing with the tile color brush on flipped files. Also affected tile affecting lights.
  • Hopefully took care of a rare modulation < 0 crash. (seems at least one instance is still there somewhere.)
  • Fixed certain secrets being visible.
  • Moved negative sign in timers
  • Fixed not getting a kill for things you caused after you die.
  • Fixed annoying physics bug where you would fly away on rotating and activated tiles sometimes.
  • And probably a ton of smaller bug fixes I forgot to type down!
]]>
http://www.oxeyegames.com/cobalt-v123-alpha-change-log/feed/ 42
Cobalt v122abc Alpha Change Log http://www.oxeyegames.com/cobalt-v122-alpha-change-log/ http://www.oxeyegames.com/cobalt-v122-alpha-change-log/#comments Wed, 03 Jul 2013 14:54:19 +0000 thewreck http://www.oxeyegames.com/?p=1261 Unfortunately v121 had a serious bug in it which causes all downloaded files to be corrupted. This means:

V122 cannot be auto-updated to! You need to download installer (windows mac) ! If you try to update, your cobalt install will be corrupted. Just reinstall! =D

Hello again! This time we have focused mainly on fixing bugs in v121. When taking this long between updates many things get changed and unfortunately some rather bad ones slipped by, the most annoying one being the broken autoupdater in v121. This should now be fixed, along with a bunch of other things!

Hit the jump for the full change-log

Change Log

Alterations:

Nano gas now heals when it reaches the target and not before.
Nerfed pipe gun slightly
Reduced revolver and cobra recoil slightly
Simplified jetbike interface for now.
Increased the no-effect temperature area. -10 to +30 does create any temperature effect,
Air-bomb no longer has self destruct by default. Now shows weapons on actor when used.
Made an actor with self destruct equipped flash red in intervals.
Optimized sprite loading system. Less stuttering in certain conditions.
Moved default holster key to shift.
  • Nano gas now heals when it reaches the target and not before.
  • Nerfed pipe gun slightly
  • Reduced revolver and cobra recoil slightly
  • Simplified jetbike interface for now.
  • Increased the no-effect temperature area. -10 to +30 does create any temperature effect,
  • Air-bomb no longer has self destruct by default. Now shows weapons on actor when used.
  • Made an actor with self destruct equipped flash red in intervals.
  • Optimized sprite loading system. Less stuttering in certain conditions.
  • Moved default holster key to shift.

Bug-Fixes:

  • Shield belts no longer eat up all the batteries
  • Fixed crash related to ai trying to get an ai attack range that was nil
  • Fixed crash related to certain actors trying to throw items when they had no custom throw settings
  • Fixed generic object -> object collision position error which would especially affect plasma bullets making them behave erratically by flying away far down right.
  • Fixed nano dispenser explosion being incorrect.
  • Fixed upgrade prices being incorrect and insufficient volt red marking also being incorrect.
  • Fixed end all offers crash
  • Fixed converter delivery crash
  • Fixed a rather broken Hero Laser
  • Fixed itemspawner tile not working correctly.
  • Fixed vendor price indicator being outside with high prices
  • Fixed airbomb not maintaining hover height in non-combat modes
  • Fixed demo crashing when not logged in
  • Fixed missing map in demo list, added a bunch of others.
  • Fixed nondefault vendor price displayed amount not matching actual price.
  • Reduced the inherited speed loot get from actors

v122b Changes:

  • Added option to allow emergency action from ai actors in cha dm and sur.  Default false.
  • Fixed fog tiles being black by default, they should be white.
  • Fixed profiles not working

v122c Changes:

  • Actually fixed demo mode now.
  • Small fixes and tweaks to maps. Tweaked enemy equipment in survival maps.
  • RecreateTile tile action. used in space zone.
]]>
http://www.oxeyegames.com/cobalt-v122-alpha-change-log/feed/ 78
Cobalt v121 Alpha Change Log http://www.oxeyegames.com/cobalt-v121-alpha-change-log/ http://www.oxeyegames.com/cobalt-v121-alpha-change-log/#comments Thu, 27 Jun 2013 00:45:36 +0000 thewreck http://www.oxeyegames.com/?p=1222 For windows users wanting to update from v120 to v121, you will need to download a new switcheroo.exe and place it in your Cobalt folder, or reinstall directly using the installer. Download the Mac installer here.


To everyone with opengl32.dll problems: Download and install: Openal

To everyone with random engine crashes, make sure you have removed any old openal32.dll in your cobalt folder, and reinstall: Openal

Long time, no see! We have mentioned over the last couple of posts that we are working on the Adventure component of the game. This update will not contain the adventure we built so far since we want to make a good first impression, but it will contain all the improvements, features, tiles, actors and what have you that we have been adding and tweaking for it. So while we have put several months of development into this update, this update does not yet contain the main part of those efforts. The main purpose of this update is:

  • Stability and fixing crashes and optimizations.
  • First real test of mac support!
  • Improvements to editors and lots of new content for mappers including the tile lighting systems!
  • Marking the return of more regular updates.

Since this alpha will be the first with Mac / OS X support, please report any problems you encounter specifically on that platform to us!

featu

Hit the jump for the full change log!

Change Log

Alterations:

  • Adjusted melee attack forces. If damage is done, less counter force is excerted on yourself.
  • The first item in each slot are rendered on actors when not in hand.
  • Added ninja animations
  • Adjusted a bunch of maps.
  • Talking to actors! (related to adventure)
  • Peaceful actions (related to adventure)
  • Relations (related to adventure)
  • Compare item stats
  • Compare upgrade stats
  • If you time the roll to start just when the bullet hits, you will do a reflect instead of a deflect. Reflects are better in the way that they return the bullet to where it came from, and you dont get moved or affected or slowed by the hit.
  • Slightly less aimspeed bonus in rolling
  • Reworked and tweaked plasma
  • Enhanced railgun sounds and effects
  • Tweaked railgun bullet speeds closer to the higher ones.
  • Improved and streamlined ai with regards to destination logic
  • Tile color brush in editor. (press . and ,)
  • Certain tiles (among them the light bulbs in editor) now give off tile-corner affecting light.
  • Ctrl click a tile to flood fill.
  • More placement options to respect already placed tiles, and also to respect the physical layer (press 1 in editor)
  • Possible to set grid and angle snap to raycast mode which find the closest wall and sticks to that.
  • Glass jar tiles
  • New actor: Brain, spawned from metalfaces if the game mode allows it, can fly around with a small jetpack, carry small items
  • Items now have a size parameter. Brains can only use items such as matter prototype and slugger cobra, while shrooms and birds and such small actors can use items up to grenade launchers and such but not the largest ones such as rail vanquishers and plasma cannon.
  • Beam gun adapted to work with bullet time and slightly modified
  • Heat/Cold mechanic changed. It used to work by making your heat restoration become delays on each hit. Now you have a “peak heat” and an “average heat”. Peak heat is what kills you and is what is affected by attacks and fires. Peak heat and average heat move towards each other, and average heat in turn moves towards the environment temperature (map weather). This means that being heated if not fatal will still raise your average temperature for a while, making the peak heat restore slower.
  • Shield is now split into 3 different shield belts with lots of upgrades each.
  • New Save&Compile, will pre-generate the map previews and save them inside the file. This is also done automatically if save© to menu is used.
  • Maps have their previews pre-generated and saved into the file.
  • Metalfaces can use the emergency action: Eject their brain upon death! Controllable from the game mode settings (default off for all except adventure) and actor spawn modifiers.
  • Checkpoints now work slightly differently. If you have a respawn cell (now called emergency cell), your brain actor will be teleported back to the checkpoint and the metalface will be rebuilt. If you do not have that, you can still walk back and rebuilt yourself for a cost. If you have an ally you can have the ally “rescue” you by purchasing the rescue service at the checkpoint which will teleport and rebuilt your friend. If your brain actor dies, you are dead, except if you have an ally that can carry your brain to a checkpoint and revive it for a cost.
  • Improved swimming
  • Space theme can now specify a different gravity
  • Tweaked slugger weapon fire rate and damage to be between the old and the new.
  • If outside of weapon range in the air, and using aim (duck/sneak), you will tweak your aim slightly up and down depending on your movement.
  • Added more radio stations, fixed so that radio channels don’t reset, added the radio jingles the current ones.
  • Improved dance logic and added automatic starting of dance if game detects a bpm to your actions while listening to music from a radio.
  • New Item: Sabre Egg.
  • Game now has a rather slight falling damage. You can still fall 10 screens without dying, but you will get hurt. Falling 2 screens is fairly harmless.
  • Stunning small enemies now only occurs while rolling onto them
  • Predator can now bite.
  • Buy/Sell Shops (adventure related)
  • Buy/Sell information (adventure related)
  • Bots pick colors too.
  • Ninja has a strong melee attack.
  • Space jellyfish now drop healing sparks when they die.
  • Power station tiles and power system improved. Now there are two special power stations which each require a special plug. (CTP remains unchanged). Lights, shops, locks, batteries and wire-system sockets can be powered using either a battery, power station or simply by not picking anything. Things are powered by default! Power can also be changed with triggers.
  • Doors have an on used action which is called when they are opened.
  • All things lockable have an on unlocked action which is called when they are unlocked.
  • Radiation! Currently caused by radioactive green blobs and radioactive fluids.
  • New Icon!

Bug-Fixes:

  • Fixed crash on safest gate…
  • Solved a resolution bug that made the game crash at certain low resolutions
  • Corrected map names
  • Fixed shader related assignment bug
  • Removed actor collisions on plug
  • Cleaned up ai code
  • optimized phys line render
  • Fixed two way teleporting for actors and objects
  • Fixed teleport shader not showing correctly while rolling
  • Throw object and loot spawn optimizations
  • Sound driver related crashes fixed by going back to openAl Creative on Windows.
  • Fixed self destruct not destroying yourself.
  • Fixed airbomb ai.
  • Fixed slanting girder error.
  • Fixed jetshoes bouncing on gas plants and teleporter problem.
  • Fixed space theme coordnate bug
  • Fixed entrance shader malaligned to actual event.
  • Simplified and fixed some predator leg bugs
  • Fixed some annoying stunning behaviours when shot from behind.
]]>
http://www.oxeyegames.com/cobalt-v121-alpha-change-log/feed/ 70
Cobalt v120 Alpha change-log http://www.oxeyegames.com/cobalt-v120-alpha-change-log/ http://www.oxeyegames.com/cobalt-v120-alpha-change-log/#comments Fri, 08 Feb 2013 15:00:20 +0000 thewreck http://www.oxeyegames.com/?p=1168 Hello again! Today we uploaded v120! Some bug fixes, minable rocks, and some design adjustments! Hit the jump for the full change log!

minable

Change Log

Alterations:

  • All slugger weapons have had their rate of fire halved, damage doubled, and bullet time generated doubled.
  • Slugger bullets now retain ability to hit after deflect.
  • Punch is now more adaptive to how far from max range the hit was, in regards to how fast the next is charged up and damage
  • You can now hold use to keep punching at max charge.
  • Added a bunch of minable tiles

Bug-Fixes:

  • Fixed incorrect speed calculation for tiles leading for crazy bobbing in fluids
  • Fixed incorrect door rendering
  • Added automatic adding of “simple” locks to io-connected to lock slots on old maps.
]]>
http://www.oxeyegames.com/cobalt-v120-alpha-change-log/feed/ 69
Cobalt v119 Alpha change-log http://www.oxeyegames.com/cobalt-v119-alpha-change-log/ http://www.oxeyegames.com/cobalt-v119-alpha-change-log/#comments Thu, 07 Feb 2013 18:07:31 +0000 thewreck http://www.oxeyegames.com/?p=1161 It seems that some of the files uploaded were corrupted on upload and will result a whole string of strange bugs! v120 tomorrow!

We updated Cobalt to v119 today with some new stuff and some bug fixes! We added a new actor and lots of new locks! Hit the jump for the full change log!

amanita

Change Log

Alterations:

  • Locks are now modular and can be used both for doors and containers.
  • Added 6 lock types.
  • Added new deathmatch map Amanita!
  • Added Amanita actor
  • Added a bunch of mycelia tiles.
  • Added a bunch of generic symol tiles.
  • 3d-ish boxes are now by default physical and destructible
  • It is now possible to draw the color of the quad vertices for basic tiles. Check tiles menu in editor for more details.
  • added credit value to pickups section in tile browser

Bug-Fixes:

  • Graphics and engine related crash fixes
  • Fixed hackscreen related crash bugs.
  • Various other undocumented bug fixes.
]]>
http://www.oxeyegames.com/cobalt-v119-alpha-change-log/feed/ 19
Cobalt v118 Alpha change-log http://www.oxeyegames.com/cobalt-v118-alpha-change-log/ http://www.oxeyegames.com/cobalt-v118-alpha-change-log/#comments Fri, 25 Jan 2013 15:24:58 +0000 thewreck http://www.oxeyegames.com/?p=1148 Hi again!

In this version we have set Direct X as the default renderer again, fixed a bunch of bugs as well as included new tools for finding out why crashes occur. If your game still crashes in this version, we will have a much better ability to locate your specific problem if you locate in your My Documents/Cobalt folder the two files called “log.txt” and “send-me-to-oxeye.dmp”, and send them to errors@oxeyegames.com

Other than that, we have made general bug fixes and improvements, among them hud and sounds for splitscreen. Hit the jump for the full change-log!

Change Log

Alterations:

  • Desert Wind actually updated now…
  • Game now uses Dirext X by default again. You can use Open GL by checking the Force Open GL checkbox in game options in the launcher.
  • Added price changes to upgrade levels.
  • Re-added dm_rooftops with increased performance and visual clarity adjustments
  • More accurate explosion damage in respect to penetrating multiple small enemies.
  • Added more tiles!

Bug-Fixes:

  • Delivering the plug by touch now works properly
  • fixed Safest Gate crash
  • Fixed laser alarms incorrectly showing a disabled lightning icon
  • Fixed phaser and jet shoe bullets being able to bounce on bouncepads.
  • Fixed flickering mouse
  • Fixed lua crash when pressing keys outside fields in launcher
  • Fixed split screen hud and light error
  • Fixed split screen sound missing
  • Opening doors sneaking is now more accurate and takes duck-walking into consideration too
  • Turned automatic controller timeout into a config option so that when you play many people in challenge, the controllers don’t get disabled while waiting.
  • Multi-kill combo texts now spawn just 1 text for the whole multi kill
  • Shield belt battery should now properly be listed
  • Corrected some deflect speed impulses
  • Improved logic for certain pickup weapon decisions
]]>
http://www.oxeyegames.com/cobalt-v118-alpha-change-log/feed/ 30
Cobalt v117 Alpha change-log http://www.oxeyegames.com/cobalt-v117-alpha-change-log/ http://www.oxeyegames.com/cobalt-v117-alpha-change-log/#comments Sat, 19 Jan 2013 12:52:43 +0000 thewreck http://www.oxeyegames.com/?p=1138 Hi! Today we released v117 Alpha. It should update normally through the launcher. This includes a bunch of fixes to problems created by v116. The problem where the launcher crashes right away is known but we have not been able to fix it yet. In the meantime, please right click your cobalt shortcut, and in the “target” field, add:

-directx

then start the game again.

Hit the jump for the full change log!

Change Log

Alterations:

  • Survival House is updated
  • Brand new water movement
  • Desert Wind now gives x2 conversion for loot
  • Desert Wind: Added more harder tiers, and fixed some tiers that were reset and added weapons to some actors that had missing items.
  • Ai now understands that non-activated destructible tiles are potential paths.
  • Increased view edge cap buffer for ai-feedback

Bug-Fixes:

  • Fixed slugger bullets disabling rolls automatically
  • Fixed crash on sur safest gate
  • Fixed crash on sur desert wind related to relation behaviour
  • Fixed editor not working at all
  • Reduced stutter in preview generation
  • Thermal bomb is no longer upgradable
  • Fixed bug with placing tiles that were supposed to get a unique id on placement
  • Fixed some ai end of path jump bugs
  • Fixed radio not working
  • Added some opengl error handling so that we know what is wrong
  • Summoner booths have regained their old light glow that went missing for a while
  • A lot of shader related crashes fixed
  • Fixed certain effect doing a proposterous amount of canvas flipping
  • Water world is “working” again. There are likely a bunch of graphical horrifics, but its alive at least.
  • Fixed misaligned map previews
  • Fixed rendering of lots and lots of combos not making the combo list super tiny
]]>
http://www.oxeyegames.com/cobalt-v117-alpha-change-log/feed/ 29