Cobalt Alpha Editor Tips from Puffdot

April 18th, 2012, Cobalt, Cobalt Forum, Map Editor, Puffdot

Are you looking for help on how to use the editor? Do you need to know how to rotate or scale a tile?

Puffdot on the cobalt forums has a great post that summarizes the hot-keys as well a number of other tips!

http://www.cobaltforum.net/topic/1659-tutorial-how-to-use-the-editor/

Harvest is 50% off on Steam Today!

April 12th, 2012, Harvest, Steam

harvest_steam

Hey

If you haven’t got it already, Harvest: Massive Encounter is 50 % off on Steam today! Get it here: http://store.steampowered.com/app/15400

This daily deal was supposed to be coordinated with the long-awaited 1.18 update of the game, and also the fresh Mac OS X version on Steam. Unfortunately there seems to have been some kind of misunderstanding with Steam, so this update has been delayed. We’ll post again when the update is released!

Cheers,

// jeb_ and Tommo

Cobalt v104 Alpha change-log

April 10th, 2012, Cobalt, Updates & Patches

This is more or less a bug-fix update for v103!

Alterations:
profile names can now contain numbers as well as a number of special characters.
Bug-Fixes:
Loading of some maps would crash because of trying to index status
Placing tiles in the editor with a default id would crash the editor.
hud now doesnt restart when moving through doors
alarms would after being triggered many times lag the game down to a halt.
some menus in the profiles had the options jumbled
the old maps that would show up in the v103 menu will now be deleted in an ungly manner. This means that you cannot use those map names for now since they would be deleted…. =)… will remove this function in a later patch.

change-log

Alterations:

  • profile names can now contain numbers as well as a number of special characters.

Bug-Fixes:

  • Loading of some maps would crash because of trying to index status
  • Placing tiles in the editor with a default id would crash the editor.
  • hud now doesnt restart when moving through doors
  • alarms would after being triggered many times lag the game down to a halt.
  • some menus in the profiles had the options jumbled
  • the old maps that would show up in the v103 menu will now be deleted in an ungly manner. This means that you cannot use those map names for now since they would be deleted…. =)… will remove this function in a later patch.

Cobalt v103 Alpha change-log

April 9th, 2012, Cobalt, Lua, Map Editor, Updates & Patches

Hi!

Cobalt v103 Alpha is finally ready, and it contains improvements in many spread out unrelated areas, however, the biggest addition is the Map Editor! For the people who have accessed the editor previously, there is a huge amount of unlisted changes that have been made, but for the others, this will simply be the first encounter with making your own maps.

Bugs discovered post upload:

  1. Due to the reorganization of the maps, there are some oddities if you are updating from v102. You might see some duplicate maps with different names in your menu. If this happens, reinstall the game from a v103, or clean out the maps folder prior to updating. (all map files that does NOT have a .localization file next to it are old.)
  2. The map editor will crash if you try to place a tile that has a default ID (which goes for a lot of important tiles). This crash is bad enough that if you are already using the map editor, it is advisable to keep separate installations.

If you find bugs, please post them at http://getsatisfaction.com/cobalt/ we will be making another update tomorrow!

Hit more to read all about it!

Read More

Back from USA!

April 3rd, 2012, Cobalt, GDC, Game Development, IGF, IRL Adventures, Indie Life, Mojang, Previews, Updates & Patches, thewreck

Hi everyone!

As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.

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Cobalt v102 Alpha change-log

January 25th, 2012, Cobalt, Updates & Patches
Alterations:
Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.
Throwing as been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.
reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.
auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.
Rolling now slows down reloading by a significant amount..
Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.
Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.
Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.
Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.
increased price of matter army issue from 250 to 275.
switched price of spike bow and price for spike bow repeater
Sliding backwards up walls is now possible.
Made air rolling backwards as easy as rolling backwards.
Changed weapons on smooth jazz.
The Plus can now be moved with explosions and applied force.
Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.
Stick Grenade and Grenade now cost 15 instead of 16.
Improved the handling of the boomerang, also made it harder to hit with bullets.
Tweaked waves in survival house, as well as added 3 new tiers.
Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.
Reworked bird movement to be more fluent.
Added bird wing and breathing sounds and animations for when out of energy
Activated tile physics can now hurt actors!
Elevators can now crush enemies if squished by them.
Increased reload times for bird and shroom as well as lesser recoil recovery speed.
Altered layout and weapons and ai paths on cannon arena.
Missles have slightly more bullet time associated with it.
new map by frall called voodoo!
Bug-fixes:
Blowing up by a bomb no longer screws up the next life.
Fixed crash with trying to join a controller with a removed preset
Plasma assault upgrade names
Fixed stage selection loading everything too early.
Shop windows could be outside of level
laser pointer getting smoke as laser pointer.
fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.
Bounced and deflected projectiles now correctly generate bullet time
Fixed left gas bouncer in position on windy valley.
Added repair broken weapon ai.
Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.
Max upgrade level upgrades could be left in the upgrade bench.
Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.
Fixed not being able to arrange bots into teams a second time without restarting the game.
Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.
Strange rolling down wall and then not being able to slide up it again bug fixed.
fixed buying weapon, buying upgrade, and then buying the same type of gun again.
improved transition to main menu with transparent menu disabled.
fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.
added suicide distance ai to grenades.
Bots should not drop plug for the purpose of throwing it against projectiles now.
Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.
reload animations to shroom and bird.
shroom not sticking to ground after punch anymore as well as wall climbing more reliable.
the switches for the doors on the survival maps are now only usable by players.
fixed mouse being visible when it shouldn

We have put together a new version for Cobalt! This update has a number of changes to how certain aspects of the game works, which will be interesting to hear what you think about! We would also love to hear if any color-blind people out there find the color blind modes useful that we added in this version!

Full change-list after the jump!

Read More

So I’m back…from outer space

January 16th, 2012, Uncategorized

Or Vietnam really, but it felt like another world. For those of you who don’t know I’ve studied medicine continuously since 2005 except for 2007 which I spent working full time with Oxeye, but since Friday last week (after a two weeks course in Vietnam) I’m done and can finally start focusing on Oxeye and Cobalt 100%.

Today me, thewreck and Fredrik “@Frall_”  Henriksson (who will be helping out developing the game) had a planning meeting for the development of the main campaign and I can tell you things are looking good! Next week we’ll bring along Jacob “@jjervey“ Jervey and Frall to a cottage in the middle of Sweden for a week of intensive development, so stay tuned for updates!

Love to be back in the saddle and I can’t wait to start processing all the feedback and molding it into what will probably be mine and Oxeyes biggest endeavour so far.

/Kinten

Cobalt v101 Alpha change-log

January 3rd, 2012, Cobalt, Updates & Patches

We have updated Cobalt to version v101 Alpha. Since the auto-updater had some bugs in it, you will need to download a new installer this time. Simply install to the same folder as previously.

Head over to http://www.PlayCobalt.com to download the new installer.

For a full change-log, click read more.

Read More

Looking for Help?

December 27th, 2011, Cobalt, Mojang

Hey hey!

Some of you have had problems with your Mojang accounts, but we don’t have access to the account or billing systems so we are unfortunately not able to help you. If you have a problem with your Mojang account, gift codes or billing, please use Mojang’s support system here: http://help.mojang.com, or send them an email here: http://help.mojang.com/customer/portal/emails/new

However, if you have a problem with Cobalt itself, such as installing, starting the game or have another game-related question, feel free to contact us on the Cobalt GetSatisfaction page, or get help from the community at the Cobalt forums!

Cheers!

Kinten’s regular/occasional review, Ep1.

December 20th, 2011, Uncategorized

The first weekend of Cobalt Bonanza is over and we’ve entered a new and important phase of development – finally we get to develop the game together with you! <3

We’re taking the whole develop together with the community thing very seriously, that’s why we’ve been keeping ourselves busy with reading the forums, the get satisfaction page, twitter, mails, the IRC channel, the Reddit page and the Facebook page. Even though we might not comment on everything we manage to read about 99%. As the community grows (which it hopefully will) it will become increasingly harder for us to keep up. To remedy this we’ve decided to have getsatisfaction.com/cobalt as our main channel of communication. If you’re having issues with the game or want to share an idea, post it there!

Now to some fun stuff!

We’ve been receiving some pretty neat suggestions and ideas, some of which have already been implemented in the game.

I’ve resolved to every now and then write a post reviewing some of the more popular/interesting ideas. Below you’ll find the first list.

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