So... it's been a long while. Here's a quick technical change.
Fixed Issues
Recently it came to my attention (via a friend on Steam), that the demo version of BIRBOUT! wasn't launching on Windows. Turns out, the file paths were bugged when v1.1 went live over a year and a half ago. This also affected the Linux version from what I can gather.
Funnily enough, I didn't even have to re-build the game, and just had to fix a few settings in the build settings and Steam itself!
This has been rectified:
Changes
- Fixed the internal depot to have the Windows executable and Linux executable on the root-level of the folder, fixing the 'executable missing' message. - Linux: Removed the brackets from internal Steam settings so it points to the executable.
Thankyou!
It's been a while since I even maintained the game, so I was shaking off some serious rust and had to bust out an old drive with the game on it. I had to update my build scripts and everything but it was super fun going through the drive and seeing all of the old development work I did on the game!
No changes have been made to the full version of the game, as I verified no issues were present, even testing the Linux build of BIRBOUT! on my machine just then.
Special thanks to the BIRBOUT! community on Element! Y'all helped out a lot! https://matrix.to/#/#birbout:matrix.org
Enjoy the (i guess grand re-opening of the) free demo build of BIRBOUT!
- Jazztache
BIRBOUT! v1.1a Patch Notes
BIRBOUT! v1.1a (Full Ver.) Patch Notes Developer’s Address Hey everyone! It’s been a while since I have updated BIRBOUT!. Recently, in my extended break from working on the game, a recent stream popped up, and encountered a major bug with the game’s ending. There were also a bunch of minor bugs that were discovered in that same stream that really bothered me and affected the experience of the game. This Hotfix seeks to remedy these issues. As always if you have any feedback on absolutely anything, please join our Discord server! https://discord.gg/DaXYKw5W6U Also, the playtest sessions are a fun time, so consider joining! Bug Fixes • Fixed the ending not triggering after defeating the final boss. Thanks melharucos for catching that on stream! • Fixed some performance and text scaling issues with the compass arrows. • Fixed some sprite layering issues, this includes some that weren’t in v1.1, but were discovered in the editor. • Fixed layering and text rendering issues on seeds. • Revised the compass arrows to make sure there are no bugs. • Disabled uncapped framerate due to an ongoing acceleration bug. • Fixed missing music on Molded Mines (Unity import glitch) Text Changes • Fixed a long-standing typo on the game. ‘runthough → ‘runthrough’ • Added commas between individual items on the end-of-level screen for better readability. Map Rebalances • Sky High Climb has had some of it’s looping screens changed to not loop anymore, due to confusion with newer players. • Magpie Meadows’ spawn point is slightly higher to prevent clipping though the floor. …and, as always, Thanks for reading, and take care! -Jazztache (1046Mon13Jne22)
BIRBOUT! v1.1 (Full Ver.) Patch Notes
BIRBOUT! v1.1 (Full Ver.) Patch Notes Developer’s Address Hey everyone! Welcome to BIRBOUT!’s first big update… Run-It Random! This was super exciting for me since I got to really get creative with giving the game some stellar new features and a lot more replay value! This is the first big step forward for BIRBOUT!. Of course I have to give a hand to the community. This update was also my chance to implement some feedback, and I even managed to set up a proper beta branch on Steam. We even did some testing on some release candidates. A lot of the feedback backlog from v1.0 got solved as well like the uncapped framerate (only for benchmarking by the way) As always if you have any feedback on absolutely anything, please join our Discord server! https://discord.gg/DaXYKw5W6U Also, the playtest sessions are a fun time, so consider joining! New Features • No longer are you limited to 10 presets, you can now go up to 66! • Your legacy presets (if you have a v1.0 save file) will be converted. • The UI changes size to fit all of the presets in one screen! • Notification lights will show up when you have items that you haven’t used yet. This goes for the Your Loadout button on the main menu, the item slots on the Loadout screen, and the item selector buttons. • You can now name presets! • You can open a more detailed screen to see when the preset was established, how much playtime is on it, and how much playtime you have clocked on your items. • The detailed screen contains other useful functions such as renaming a preset, changing it’s order in your preset list or deleting it! • You can now revert changes before saving them, such as changing items in a preset, your currently selected preset, re-orders, deletions, unequips and various other features. • You can also randomise presets on creation! • Modifiers! You can select Randomiser Mode, Speedrun mode, or stack the effects of Both! • Randomiser changes your loadout on every respawn! • Speedrun replaces the time score bonus with a live timer, the results screen with speedrun times, and the scoreboard and intro leaderboards are re-ordered by time and whether the record was a speedrun. • Random Level mode, which replaces Single-level in Randomiser. Every respawn or re-roll, the current level changes! • Speedrun Campaign mode! This is a fancy way to seperate out true speedrun camapigns from casual playthroughs! • Screen looping now has a sound. There are different sounds for looping right-to-left or left-to-right. The sound itself is an edited sound effect of a slide whistle. • Projectiles and Melees have a sound when they clash together! The sound is different if a projectile hits a projectile, a melee hits a projectile, or a melee hits a melee. (Charms are considered ‘’’projectiles’’’ in this case). • New Option! Uncapped framerate! Please note: only use this for benchmarking. This takes up a lot of VRAM and power! The game no longer uses V-Sync and is capped to 100 fps by default to save power. • The Weapon Wheel is now in the game! Press the 4 key, MOUSE3 or R3 (on controller) to open the radial menu! • Smoother UI experience in paged menus. The title bars are now animated, and the dots at the top indicate which page you are on. • Hurt animation when Sunny or enemy birds get hit! Weapon Rebalances • Spark’s hitbox was raised and made taller. This will make it less likely for it to skim under Plovers when trying to hit them. Map Rebalances • 7 enemies in C1M10 have had their bugles forcibly confiscated for making the damn level too hard. Technical Updates • Completely reworked save system. All save types are now united under one save system with the same base and similar internal code for loading and saving data. • Refactored Sunny’s code such that the health script and main script are one, causing a lot of bridging code and the extra script on Sunny and the enemies to be cut out. This is a decent performance boost. • The Loadout screen’s code got completely reworked for both the new features and better technical performance. It’s much more efficient on disk as well. • Radial Menus are a thing. Will probably be used for better text input on controller in future. • Reworked Show/Hide system for the Main Menu, which will take out a lot of the bugs and glitches related to menu navigation. • Level Loading and Round Starting code has been refactored a little bit. This is mostly due to Randomiser. Bug Fixes • Various UI and navigation bugs. • Some spawning collision out-of-bounds glitches …and, as always, Thanks for reading, and take care! -Jazztache (1700Sun27Feb22)
BIRBOUT! v1.0.4 Patch Notes
BIRBOUT! v1.0.4 (Full Ver.) Patch Notes Developer’s Address Whelp I did an oops. Apparently there were issues booting up on Windows. No idea why, talked to Steam support, and we couldn’t really do much about it. SO! Let’s make the best of a bad situation, and bring out a nice update to v1.0.X! This update is focused around implementing some playtesting feedback! Thanks everyone! As always if you have any feedback on UI Stuff, please join our Discord server! https://discord.gg/DaXYKw5W6U Also, the playtest sessions are a fun time, so consider joining! UI - Selected weapons are now italicised. - Rework to the User slate screen. The panel is bigger and there is more info and context on what the tickboxes do. Tutorialisation - Controls for weapon switching are shown on the tutorial map. More stuff like this will be coming soon to the tutorial menu, especially as the current user slate is information overload. I plan on keeping both though. Bug Fixes - Fixed the game not booting on Windows 10. - Demo Version: Fixed the game not being set to ‘demomode’ which caused the game to have level loading errors. …and, as always, Thanks for reading, and take care! -Jazztache (2024Tue15Feb22)
BIRBOUT! v1.0.3 Patch Notes
BIRBOUT! v1.0.3 (Full Ver.) Patch Notes Developer’s Address Well that was a short break. Anyways, welcome to 2022. This’ll be the year where the first big patches to the game will happen. I’m also developing tools that’ll make the process of getting builds out quicker, namely some scripts to automatically gets builds going. This one is mainly just to tweak some of the weapons a little bit. As always if you have any feedback on weapon balance, please join our Discord server! https://discord.gg/DaXYKw5W6U I’m planning for this to truly be the last v1.0.X update, so it’ll be a while before the next patch. Code Changes • Internally, OnFire and DoubleJump have been changed to Afterburn and Double_Jump. • Underscores in effect names now get turned into spaces. Weapon Rebalances Ironcaw: • Cooldown has been buffed from 2.5s to 0.8s Fire: • Afterburn is no longer lethal. Stops dealing damage if you are on 1hp. The base hit can still kill though. Bug Fixes • Fixed live scoreboard update in single level after switching maps. There's now an extra check for scoreboard init. Asset Fixes • Fixed Treetop Hop Clear and Battle music track loops being out of sync after first loop. • Took down the Christmas lights :) - I might make a Christmas mode later on. Holly-Jolly Hills will still be available under Misc until at least v1.1 though. …and, as always, Thanks for reading, and take care! -Jazztache (1419Mon03Jan22)
BIRBOUT! v1.0.2 Patch Notes
BIRBOUT! 1.0.2 (Full Ver.) Patch Notes Developer’s Address Here it is! The long-awaited Linux version of the game. Our first port! How about that! Also, BIRBMASSSSS! This event will run from now to the start of 2022. I’ll be a bit late to bring in the Christmas lights since I want to finally take a break from this game to set up some stuff for next year and chill and maybe make some videos.
If you want to stay updated or need to report bugs, please join our Discord server! https://discord.gg/DaXYKw5W6U We also recommend taking videos of bugs and starting a thread in #bug-reports in our Discord support category. Thankyou! UI - End Of Level Selector buttons now auto-size text so larger level names are in smaller font to fit inside the button. - Add a Join Community button to quickly access the Discord. - BIRBMAS UPDATE! Everything is Christmas-y on the title screen and the buttons have been changed to candy-cane colours. Have fun! Major Features - A full rework to the soundtrack, particularly to get the recorder sample fixed. Everything sounds mostly the same but the recorder has less pop and sounds a bit more arcade-y - New Level for Birbmas! Holly-Jolly Hills! It’s also available in the Demo version, and contains of the two new hats, the Elven Ears! The music is even a Sunny-ified remix of Jingle Bells Birbs! - The Penguin Pullover! A new hat for Sunny! Check your loadout’s hat slot if you’re playing on Linux. Level Revisions - Hillclimb Hold’s barrier now goes down instead of sideways. This was because you would still touch it and it would falsely make a lock indicator appear.
…and, as always, Thanks for reading, and take care! -Jazztache (1128Fri17Dec21)