Now the visual should become more readable and enjoyable.
Examples:
The graphics can be compared in the game itself. The old and new will switch when you press Caps Lock.
At the same time all screenshots and other images on Steam have been updated.
Other changes:
Keys now glow in the dark.
Camera zoom is now static.
Some physical models of platforms have been enlarged.
Hints have become more visible.
Hallucinations
Coldfix 14.04.24
Coldfix is a regular hotfix, but released later than it should have been.
Supports 120 and 240 FPS.
Ability to limit FPS.
Text files are encrypted.
Other little things.
A small update with changes to the visuals is also planned in the coming week. In general everything will remain the same, but the backgrounds will become less detailed and more blurred so as not to blend into the surroundings. The perimeter will become brighter to make the borders of the cube stand out more. On some textures the shades will shimmer more smoothly. And unfortunately ambient will become darker, but this is not intentional.
All this is needed so that during play the details stand out and the head hurts less. It's just a pity that the game trailer can't be re-edited.. Most likely it will remain the same.
Little control fix
There was little bug with processing control information. No more.
Minor fixes
- More correct transitions between FPS limit modes - App window focus defined better - PS4 controller indicator light updates immediately when controller is connected
(I hope someday I will write here that the game finally use the right processor for rendering)
Gamepads. Field of view. Control setting. New languages. Other innovations.
I've been hard at work for the past year on Aero Star, my next game. The release is just around the corner. Although some of the innovations introduced in this update could have been released much earlier, I decided to focus my efforts on the new project. It was necessary to polish all the developed functionality that was relevant to all games at once. For example, FOV setting, controls setting, gamepad connecting and setting, interacting with menus, control signs. All this would not have been possible to just insert in a hurry without the good preparation that I provided myself with creating a new game. When I did everything in it - only then I did used all my baggage of experience and working code in order to implement all this into my old games.
So the year passed. Introducing a Volatile Vertex update that I have prepared now!
New languages
German.
Ukrainian.
English and Spanish was updated.
Bugs
Character stumbles. Previously, a character could stop for a split second while moving for no reason. This should be much less now.
Language switching. When switching the language, not all texts were updated sometimes. Corrected.
Room visibility. While the character is in the airlock, the main room and hatch now appear and disappear when it should do.
The sound of a rumble. Sometimes the character rumbled when doing a normal jump. Small miscalculation.
Stair movement. The up and down movement is smoother.
Endless Abyss. With the help of the stairs, it was possible to fall through the textures and fall into the endless abyss. Now you can't.
Startup sound. Sometimes it didn't play correctly. Now everything is fine.
Visual
Fake stairs. Some places have been changed so they don't look like stairs.
Gameplay
Run. After using the 2nd key, running becomes 50% faster.
Levers. The distance at which they can be used has been increased.
Inactive wheel. The wheel which is too early to use, stops spinning if you try to spin it.
Gamepad
They work! You can play the game with a controller! Works via Steam Input.
Control settings can be changed using the Steam Overlay. (it's a pity that Valve recently removed the old editor, it was beautiful and convenient)
Vibration. Controller vibrates at some moments.
Indicator color. PS4 controller lightbar shows color based on gravity direction.
Technical points
Control hints. Now, elements, which appear during the game, show buttons / sticks / actions can be used for interactive play.
Control settings. You can assign any keys. Almost. You can't assign a computer shutdown button.
Field of view setting. The viewing angle can be made wider. They say it helps with headaches (and causes a headache sometimes).
Shaders. Has been slightly corrected. The environment became a little brighter.
FPS limiting modes. Game works at 60 FPS mode by default. It turns to 30 FPS mode automatically in case the game isn’t able to keep up with this frequency as the load increases. As soon as the load drops, the game will instantly return to 60 FPS mode. It’s necessary to synchronize real and game time. Game time used to pass slower than real time at low frame rates (eg 40-50 FPS).
With F7, you can see the current FPS limiting mode and how long it takes to render a frame to evaluate performance.
Pause menu
Keyboard. Earlier, menus could only be interacted with using the mouse. Now you can also use the keyboard.
Sounds. The menu got sounds!
Interface. Corner buttons size depends on the window resolution. Other minor changes.
Misclicks. Mouse clicks do not pass if the window is not under focus.
Final frame
The text of the final appeal to the player has been rewritten. Details about the game world and future plans have been added.
Link to Aero Star. Added a link to my new game ..by the way, try it.
Links to my contacts have been updated.
Sounds. The sound volume has been corrected.
Text
Fonts. The fonts have been corrected in some places in the game.
Minor text edits. So small that I can't even list them.
Text alignment in some places. It turned out that it was not perfect before.
Unfortunately, it has been not possible to solve the problem with the GPU by now Games still default to low-end processors, which can cause performance issues I apologize if you have performance issues on powerful hardware. Please be understanding This is my biggest problem right now and I was hoping that I could solve it. But it looks like it will take some time to mess with it.
Support my games!
For each of my free games, I released a small soundtrack DLC as a way for players to support me and my games. The music itself does not claim to take a free place in your playlist, however, I would appreciate it if you would consider purchasing it. This will help me in further development, and so my position will be more stable.
Thanks to everyone who supports or just plays the game. ːsteamhappyː Have a good mood!
- I say "NO" to the black screen that some players experienced at startup. - Double jump? No more. - Hold R to return to the hub. (but with some restrictions) - The situation where the player got to the exit too early, resulting in a softlock, will no longer occur. (I hope) - The letter C can now be collected if you stand on the same surface as the letter. - Some models have been changed to get rid of various unintended puzzle-solving possibilities. - The heights of some surfaces have become more correct. - Incorrect collisions become slightly less incorrect. - Removed the generation of a special file confirming complete of the game. - And fixed one small typo in the English text.
Some bugs are still being fixed. An uncomfortable jump remain uncomfortable. If it ever changes then the changes will not be large-scale.