Yesterday we've put out a new patch to address any of the remaining Linux and Oculus issues. Linux reports have been good so far but any problems just give us a shout.
In other news, Glitchspace is included in the VR weekend sale, so you can grab the game for 33% off!
Space Budgie.
Linux Version Now Available And Oculus Updates
Hey folks,
We've added a couple of new things for Glitchspace's latest update:
- Linux support is now up: sorry this took so long to get out there. If Linux users can let us know how it is running or if they run into any problems that would be great.
- Oculus support is now out of beta, and includes a number of fixes for reported issues. Hopefully this should be good to go for people now but as before just let us know.
- Added the FOV slider in. This should also help some of the perception issues in the rift.
Happy coding or some sort of programming related adieu to you all :-)
Space Budgie
Oculus VR Beta Branch Now Live!
Hey everyone,
We're now back with a new update for our previous Oculus users! We've spent the past few weeks reimplementing support in the game for the latest consumer version. The main points for this update are:
- As it's a beta branch, tt can be accessed through Glitchspace -> Properties -> Betas Tab -> vr_beta
- Oculus support of course means that VR is for Windows only.
- We're looking for technical and gameplay feedback. Particularly from CV1 users as admittedly we don't have one to test against (wanted to get it out there for people asap and the only difference to our DK2 should be resolution).
- We would also like to get people's thoughts on comfort: in case you think the canvas is too close as an example!
If all is well on this front, this will then be transferred to the main branch, with the linux version then being next :-)
Space Budgie
[EDIT: Repinned the Oculus thread for this: http://steamcommunity.com/app/290060/discussions/0/558752451348145860/]
Glitchspace Soundtrack/Ambience Album Now Available
Hey folks,
Following on from Glitchspace’s release a few weeks ago, the soundtrack/ambience album for the game is now available!
You can take a listen to the full album here:
https://www.youtube.com/watch?v=3Opa5XVJ5NE
This took a bit longer than anticipated with other post-release stuff as well as having to upload the whole thing from dial up. It shall be up on Steam sometime today, but you can purchase it directly from bandcamp:
[EDIT: Valve have approved the store page and it is now up:] http://store.steampowered.com/app/483300
1.04 Patch Now Available
Back with another round of changes and just in time for the weekend!
- Music and SFX volume are now controlled by sliders.
- Multiple use of Apply Force no longer stacks the force.
- Fixed issue where the player and physics cubes wouldn't count as colliding after they had come to rest.
- Minor physics fixes.
Soundtrack shall be up for grabs in the coming days. Linux and Oculus to follow. As always if you have any technical issues just let us know.
Space Budgie
1.03 Patch & Sandbox Mode Now Live
Sandbox Mode is now back in the game!
Change log is as follows:
- Increased default mouse sensitivity and increased maximum permitted mouse sensitivity
- Added Sandbox mode
For those who haven't played the Sandbox Mode before: we recommend you first play through the story mode of the game to get a feel for how the visual programming mechanic of the game actually works. With there being over 100 functions in this mode, that leaves open countless possible permutations of what can be done and it's impossible to test for everything. You may have cases where you spawn program blocks across the map 1000s of times per frame, killing the performance or even crashing your system. Situations where you fall off the world and respawn inside blocks that are exponentially growing in size: you get the idea... This is the drawback of having a game that allows for loads of freedom so if you ever end up in any crazy glitched out situation just restart the mode or the game if you have to.
It may also not be apparent what some functions do. We encourage you to experiment in figuring out what can and can't be done. There is also the ? button on the canvas that you can use for some detail on what each function does.
Next two big things on our list are Oculus and Linux.
Space Budgie
Glitchspace 1.02 Patch Now Live
Hey again players,
Back with a new round of fixes for you
- Build should now work correctly on 32 bit machines.
- Removed the ability to disable collisions on yourself.
- Improved support for less common display aspect ratios.
- Cursor should now correctly appear at all times in the main menu.
Expect another new update this week too. Any issues with the update just let us know.
Space Budgie
Glitchspace 1.01 Patch Now Live
Hey players,
So we've put out a small update that fixes reported issues and adds some requests:
- "Controls" page added to the main menu.
- "Invert Mouse Y Axis" added to the control options. An FOV slider will be in a subsequent update.
- Main menu should now display the correct values for the in-game audio settings.
- Display resolution on initial startup will now default to the native desktop resolution.
- Player is now correctly parented to rotated objects and will translate along with them.
Working through other things we've found for our next patch. Still working on the Linux version fix as well. You can expect a new update next week.
Glitchspace is Now Fully Compiled to 1.0!
Hi all,
We've just hit the magic button on Glitchspace's transition from early access to full release. Thanks to all of you for supporting us along the way and for putting up with a lot of waiting, your patience was super appreciated!
A couple of things we wanted to address with this post:
- We're going to be putting the soundtrack up for sale on the store: with most of the dev stuff out of the way we can now put that together for you.
- The Linux version is still on an Alpha. This afternoon we discovered that performance on multi-threaded machines was being crippled by an engine upgrade we did last month to fix UI issues. What we didn't realise is that the new version of Unity we're using had this issue on this platform. Rather than having a Linux build that is a complete stutter to play, we had to make the decision to postpone it until we upgrade Unity, which we shall be doing tomorrow! Apologies to all of the Linux players, that was bad oversight on our part and is pretty poor on us, so we apologize completely.
- Next up for us is getting the sandbox mode back in as well as looking at bringing the Oculus support to CV1 since the version we were using is completely dead. For the time being the Rift support has been removed. We'll post an update on both of these things soon.
NOTE:
- When you first start the game, Glitchspace has a low resolution. We're going to patch this so it starts at the highest res. At present you just need to set it to a higher res in the settings menu.
- If anyone runs into any issues, just let us know and we will look into it for you.
Thanks again for everyone's support! You all helped make this happen!
Space Budgie.
A Quick Update for Tomorrow's Release
Hey everyone,
Hope you're looking forward to seeing the finished game tomorrow. We wanted to let you all know about what our plan is for it:
So, all going well, officially we're going to transition out of early access to full release at 6pm UK time. But before that we're likely going to give you access to the finished version of the game sometime in the afternoon (also gives us an opportunity to make sure nothing explodes at the last minute).
So the other two things are sandbox and Oculus. With the sandbox mode, we ran into a problem with the story mode that meant we have had to put the sandbox mode as a post-launch update. The other reason for this is that there are things that need fixed in the sandbox mode that we won't have time to look at until the game is out. Obviously we know this isn't ideal so sorry about that: we screwed up. With the finished version, the story mode now has an actual narrative goal behind it as well that we think you'll enjoy.
In terms of Oculus, our plan is to still look at it once the game is out to see if we can bring it up to the full 1.3 runtime for the consumer version.