Linux and OSX builds of Crashed Lander are ready for testing. The game is still listed as Windows only in the store, but if you already own Crashed Lander you can opt-in to the Beta to get access to these new builds.
To opt-in: Right-click on the Crashed Lander icon in your library and choose Properties, click the Betas tab, then choose 'betas-' from the drop-down menu. The name of the game in your library should change to 'Crashed Lander [beta]' and you should be able to install using all three operating systems.
If you do give 'em a try I'd love to hear how they worked. We've had a few succesful tests on Linux, but I'm not quite sure I have the OSX version configured properly on Steam.
More bug fixes and Beta builds
Hello Crashers. I've posted a couple of small bug fixes since yesterday. Most of the updates resulted in fairly small downloads in the 40 MB range. I was cleaning up some mistakes, replacing a few missing textures, fixing glitches - nothing major. I also posted the finished version of the new Tutorial level. It's a full-fledged Pad Hopper level now. You can watch the tutorial vid while experimenting with the controls which I think makes for a fun introduction.
I know that some people have bandwidth caps and need to keep a close eye on their downloads so I'll try not to constantly update. I do want to keep iterating and tweaking things though, so I've added a Beta channel to the game. You can opt-in to the Beta by right-clicking on the Crashed Lander icon, choosing Properties, clicking the Betas tab, and choosing beta from the drop-down list.
I'll post my small changes there until I get to a point that I think all players would benefit, then push that beta over to the main build. You can opt-in if you don't mind frequent updates or just want to see what I'm working on.
V2.51 posted - rendering fixes
I've posted an update to the game after some late-night bug swatting.
Fixed problem that was preventing launch in Windowed mode
Added Borderless Window option to launch menu
Tutorial video now runs in a Pad Hopper level, not an external website. This tutorial level is not 100% complete but I wanted to get it changed asap.
Swapped out some shaders that were causing trouble with DirectX11
Thanks to Deozaan for help with troubleshooting and testing. Thanks also to ThreeSon, MrHanMan, and plyr1739 for reporting the bugs. Can't fix 'em if I don't know about em. :snaggletooth:
Swatting Bugs + New Tutorial
Howdy Crashers. I'm in the process of swatting a few bugs that are causing problems for some players. I think I've tracked down at least one of the problems that has to do with shaders and rendering - thanks to some helpful bug reporting over on the Support Forums.
I'm also working on a new setup for the Tutorial Video. Having the vid hosted on the Web is causing trouble for some people and was basically just a bad idea on my part. o.O Tonight I will make a version that functions just like the other Pad Hopper levels and won't require you to exit the game to view the video.
I'll have a new build of the game up later tonight. It will require an auto-patch download of about 75 megabytes or so since the new files will include a low-res version of the tutorial video.
If you are experiencing any issue with the game please let me know. I want to squash as many bugs as I can and make your crashing as smooth as possible. :)
Changes for v2.5
The Steam launch is also the premier of Crashed Lander v2.5. Lots of new stuff in this version including 10 new Ring Runner levels and a star reward system to help you track your progress. I've also re-combined the VR version and monitor version back into a single package.
If you 're having any trouble or noticed something broken please let me know over on the Support Forum. Happy Crashin!
February 2nd - v2.5
VR and Monitor version are now re-united under one package
Update Oculus SDK to v 0.4.4
Recent changes now included for Monitor users including smoother physics, FPS counter, new skyboxes, Fade in/out at beginning/end of each level
10 new Ring Runner levels! Total of 44 levels now
Columns level replaced with new Overview level
Switcheroo level is now easier and less ‘Rage-Quitty’ :)
New reward system. Get faster times to earn more stars. Earn 132 stars in Normal mode and 44 in Hard mode.
New tracking system for reward stars and collectible widgets
Info signs on Main Menu to show the number of stars earned and widgets found
Info sign and countdown timer at the beginning of each level
New score display and celebration when completing levels
Collectible widgets now on all levels, including Ring Runners. 132 widgets to find.
New thruster particle effects - kick up dust when near the ground and some surfaces
New fire particles
Optimized performance: Trimmed some bloated objects, reduced some texture sizes, now using Forward rendering instead of Deferred, simpler Terrain shader
Dynamic text now driven by Unity 4.6 UI features
Time Trial mode is now called Pad Hopper mode
Main Menu now remembers if you were selecting from Pad Hooper or Ring Runner levels.
No more fuel high score on Pad Hopper mode. Too cluttered to have two scores for one level. Fuel will return in a Sooper Sekret new mode coming soon.
Key Bindings now have more sensible names
Change Field of View in monitor mode with the bracket keys.
New tutorial video. I decided to host this on YouTube so that I could easily add Closed Captions in multiple languages.
Hard mode indicator now more visible on Lander
Smoother mouselook movement for Monitor mode
October 29th - v2.1VR
Updated the full VR version of the game with SDK 0.4.3
Added new smoother physics, toggle timewarp, and FPS counter.
Changed the background stars from hack-y sphere to full skyboxes.
Added a 'blackout' screen during level load for more comfortable VR viewing while switching levels.
October 28th - dk2e demo
Added a Frames Per Second counter. Toggle it on/off with the = key.
October 25th - dk2e demo
Updated the ship physics - it's even smoother now. Thanks to BaseDeltaZer0 on reddit for the reminder about the Interpolate setting!
October 25th - dk2d demo
Updated to use the 0.4.3 SDK
Changed the Physics sim to run at 75 FPS instead of 30 FPS. The ship handling might feel slightly different if you're used to the older version - but should look much smoother since it now matches the display on the DK2.
Adjusted the gamepad controls. Turning left and right while also thrusting should be a little smoother.
New Linux build - experimental
September 7th - dk2c
Updated Windows versions to use 'universal' build of the game that should work on both 32 and 64 bit versions of Windows. This seems to have fixed the problem some folks were having with head tracking. If you are using a 32bit version and have any trouble please let me know and I'll get you a 32bit only version.
September 6th - dk2c
No changes other than updating to the newest 0.4.2 SDK from Oculus.
August 14th - v2.0dk2b
New build with the 0.4.1 SDK. Should work for more people in Direct To Rift mode
Built for Direct X 11. If your video card doesn't support dx11 you can use the -force-d3d9 flag to force dx9 mode. http://docs.unity3d.com/Manual/CommandLineArguments.html
TimeWarp seems to be working now so I turned that on.
Some of my reflective shaders aren't working with the new SDKs. I'll put the shine back on some of the objects in future versions.
August 4th - v2.0dk2
Added support for Oculus Rift DK2 and the new 0.4 SDK display drivers.
Removed toggle for monitor. Oculus Rift only on this version.
Had to change some of my reflective shaders due to lighting glitch.
Still need to black out loading screen between levels. Will add that to future version.
June 17th - v2.0!
New time trial levels: Columns, Switcheroo, ProcGen Hills, Caged, Credits - 24 total.
New game mode with 10 levels: Ring Runner
Possible fix for phantom gamepad inputs on Linux systems
Fix for mouse interfering with gamepad or Oculus menu selection.
Fix (I hope) for phantom gamepad inputs
May 18th - First Beta version
Another new level: Sky is Falling. Total of 16 levels
SwingSet level is now not quite as difficult
Tweaks to the gamepad controls.
Fix for the Help option on the main menu
Full soundtrack is now included
April 23rd - Updated Alpha version
Added 5 new levels: Hollow, Tippy Tops, Orbits, BasketBalls, SwingSet
Tweaked the gamepad controls - less deadspace
New main menu - again (^_^)
Various performance improvements, fewer textures, smaller textures
More graphics setttings on launch
March 18th - Updated demos
Full xbox 360 controller support - you can play without touching keyboard or mouse
New, simpler main menu
Some levels optimized for better performance
Better fog effects and more plants on Jungle Fog
Removed the grabbing tentacles from Jungle Fog - too glitchy
Fixed an error that was switching to VR mode without input from user
February 24th - XL demo released
4 new levels - GravPads, Jungle Fog, Menger Maze, and Inside Out
More music
Fuel-based high scores
Better display of high scores at beginning and end of level
February 7th
Friendly, more responsive controls in Normal flight mode
Explodier explosions
It's now more obvious when you've failed and need to restart the level
January 29th, 2014 - Crashed Lander v2 demo released to go along with the IndieGoGo campaign.
6 playable levels in time attack mode
Oculus Rift support
v2.5 is ready for release!
Hello Crashers. I'm very happy to announce that the newest iteration of Crashed Lander is done and ready for release. It's been a long road from the first prototype, my first One Game a Month version, through IndieGoGo, the VR enabled 2.0 release - and now on to this big new update for Steam!
Many thanks to all of my early supporters, Greenlight voters, and everyone who's already purchased and played the game. Your feedback and support has been very important to me.
I've decided to offer up the Windows version of the game first. I want to make sure I have all of this Steam stuff worked out properly and that I'm able to properly support new players in case of any problems. Once I feel that things are running smoothly, I'll add the Linux and OSX versions. They'll also be a new version of the free demo version coming in the next few weeks.
After that I have plans for a brand new game mode - but I want to keep the details a secret for a while yet. :) I also want to add Steam achievements and cloud saving. That was all just a little to much for me to wrap my head around while getting ready for this initial release.
I'll be watching the forums here closely, using them as the official place for questions, comments and suggestions. I'd love to hear what you have to say about Crashed Lander and will take suggestions into consideration as I continue to iterate on the game.