A small patch here setting up for a bigger one. Apparently, you have to set thumbnails for Workshop items when updating the content of one, so we've added thumbnail selection to the publish menu in the Level Editor. This implements a file browser and file copy functionality which is going to be used for custom object support.
We also added a bunch of new ball skins! And an option to have follow cam enabled while using a mouse + keyboard.
Full patch notes:
Added 7 new ball skins! Wow!
Added setting to allow follow camera while using mouse+keyboard
Added thumbnail support to publish menu in the Level Editor
Added user thumbnail support to Community Levels page
Added change log publish menu in Level Editor
Fixed the scale gizmo from going all crazy when scaling an object
v0.7.0 - Level Editor + Workshop
Hello everyone! It's been a little while since our last update, but we've been busy building in Workshop support and a real easy to use level editor.
It still has a few kinks to iron out, and could use some more objects, but I think it's a great start to community levels.
The general idea of the level editor currently is to share creations using the blocks we have defined (custom model support coming soon). You can get to the editor from the main menu. From there, create a level then press F5 to enter the editor mode. From here there is a help menu that can guide you further. Have fun!
For the future of the level editor we have the following plans: Custom objects, par times, more in-depth workshop management, nicer UI, a whooooleee lot more default objects, currated level select, level design contests, and much more!
There are also a few other random fixes to translations, and a new first-time popup to explain to new players just what exactly is going on here. We also addressed some issues with the Linux build, and updated the Mac build as well.
Full Patch Notes
Translation coverage improvements, this will be continually improving, please bear with us!
Corridor still wasn’t fun enough, so we tweaked it some more
Added new first-time popup that explains controls and game objectives (like how pars work and how to unlock new Sectors)
Removed names from ghosts because they were messy
Removed old AA options, now only TAA or off
Added scaling tool to level editor
General quality of life updates to level editor
Can now publish levels to Workshop through the level editor settings menu
Added Community Levels page to main menu, this is where you will find items you subscribe to through Workshop - this is still heavily a work in progress, but functional
v0.6.2 - Simplified Chinese and Finnish
We've added two new languages to Polyball! As always you can find these on the settings page or if it's your first time playing and your Steam client is not in English it will ask you if you want to change.
We've also removed Vulkan as the default rendering API because we got a lot of reports of visual bugs since we added it. If you want Vulkan back you can set -force-vulkan as a launch option in Steam. We plan to add this to the in-game settings soon.
v0.6.1
We noticed that Corridor and Three Key Ultimate Test were in need of some changes, and hopefully we made them more enjoyable to play.
We've noticed that some people are having some pretty horrendous bugs with our last Vulkan update. We are going to be removing Vulkan as the standard and instead make it a toggle in the settings in the next update.
Full patch notes:
Redid Corridor and Three Key Ultimate test because they sucked
Cursor now displays at end of local multiplayer race, that was a stupid bug we should have caught sooner
Can now use a controller as player 1 in local multiplayer
Some tweaks to the water in the first few levels
Fixed some shadow issues
Tweaked moving platform script so it doesn’t add as much velocity and is more predictable
Clicking ‘Next Level’ when on the last level of a sector now takes you to the first level of the next sector, unless you don’t have it unlocked then it tells you what you need.
v0.6.0 - Splitscreen, Level Editor Prototype, and Vulkan
Splitscreen co-op has been added, allowing you to play through unlocked levels with friends. We have some big plans for local multiplayer game modes, so stay tuned.
The level editor prototype can be found on the main menu, and while kind of limited and super rough it's the framework for Steam Workshop integration. Any feedback or ideas you want to suggest are more than welcome and would be best communicated through our discord so we can chat about them. Link to that here: Discord
Vulkan support has been added as well, currently Windows only with Linux support coming soon. It's slightly experimental, so any issues you encounter please report on the community hub. As long as your graphics card supports it and your drivers are up to date it will work automatically. If you for some reason wish to make sure it is working you can put -force-vulkan as a launch option.
Full patch notes here:
Vulkan enabled - The game will automatically use Vulkan if your card supports it and your drivers are up to date! If not, it will fall back to whatever you use.
Local Multiplayer - Initial release of local multiplayer, currently co-op only with party modes on their way! NOTE: You can only play levels that you have unlocked in single player, we plan on adding the ability to unlock levels in co-op play soon!
Level Editor - Initial level editor prototype, any levels made in the current editor will be deleted when workshop support is added, so its just to play around in at the moment.
Expect lots of local multiplayer and level editor updates in the coming weeks!
Tweaked loading screen to show info about loading level
Main Menu buttons in levels now returns you to the relevant level select page rather than the home page
v0.5.5.5a - Minor Changes
Added Russian language file back because for some reason it was missing
Added dialog box at game start if your language is not English, which asks you if you’d like to switch languages or not. Only asks once.
Added dialog box that says if your language is not supported yet. Only tells you once.
Fixed small logic issue where trophy collected text wouldn’t stop fading and affect framerate
Checking for trophy achievement at level end now rather than just on pickup so people who got all trophies while the achievement was bugged will now get it
v0.5.5 - Linux, Mac, and Localization
We have finally updated the Mac build from an ancient version, and added a new Linux build. We haven't tested the Linux build over too many OS's yet, but its working on Ubuntu so we thought it would be good to get it out there. There is a megathread for Linux issues here. A big thanks to volnes for helping with the initial debug process.
After a lot of testing and community help, we now have a robust translation system! A shoutout to some of the community members who helped us by doing some translations: Skexer, ikkiyakki, Joseahfer, and Keo.
We plan on expanding the translation system to include a ton of languages, if you are interested in helping translate Polyball please email admin@studiomonolith.ca.
We've also got a bunch of small yet important changes in here, notably the Frame Limit option and keybinding system.
And last but not least I am going to shamelessly plug our Twitter, go and give us a follow if you want to know about any future projects or updates!
Full Changelog
Added Linux build
Finally updated Mac build
Added translation system, this is a test run with a few languages and we will be refining it in the coming weeks - please report any bugs you run into if you try it!
Added option to turn off grain. Grain was added to reduce color banding, however the default Unity grain is surprisingly demanding so we will be looking into alternatives
New water technique
Added frame limit setting, Unity has a way of trying to draw unlimited frames and making computers really hot. This setting allows you to cap your frame rate anywhere between 15 and 300 fps.
Added rough keybinding system
Fixed weird keybindings on start level/next level/restart in-game UI
Increased speed of finish screen drawing
Increased speed of level intro drawing
Increased weight of text on intro/finish screen so they aren’t as hard to read
Re-enabled ghost names in game
Made trophies more gold less black
Fixed inaccessible trophy on two levels
Upgraded Steamworks
Upgraded audio engine
v0.5.4 - Ghosts + Achievements
As the title implies this update brings back ghosts and achievements, as well as a bunch of other changes and fixes.
Shard count now updates when you buy a skin part
Added debug command ‘wipedata’, some of our players coming from reaaallllyyy old save data were encountering errors, and this basically forces a new save file and fixes the save. To get the debug menu open press F3 and then ~ and then restart your game and it should work
Debug menu text box scrolls down automatically now
Achievements return
Profile page stats now update
Ghosts now save, and because of this the leaderboards had to be wiped so the ghost data can get uploaded for it
You can toggle ghosts on by clicking entries on the main menu leaderboards
In options you can choose a default ghost (Personal, Global Leader, Friend, Off)
Moved around a few trophies in the forest
Fixed medal change text on finish screen, now tells you how many medals you gained (unless you achieve nothing)
Fixed score split display on finish screen, as well as previous score
Added a ‘S’ on top of the medal display on sector details, indicating if you have the medal for score par
v0.5.3
Thanks for all the bug reports! Here's what we got done this week:
Fixed elevator at end of Corridor
Fixed text overflow on submit a bug description field
Fixed gravity bugs in Three Key Ultimate Test
Did some work on customize screen
Unlocking skin parts now works correctly and costs shards
Moved credits page so it no longer overlaps profile page
Early version of profile page
v0.5.2
Another smaller polish update, addressing some concerns voiced on the community hub as well as the submit a bug feature!
Shard and Medal count on main menu
Shard count returns to the in-game UI
Correctly communicating sector unlock requirements, and slightly softened the requirements of sectors 3 & 4
Levels with no medal on sector detail pane no longer shows white square
Updated quality of medal circle image
Added slight black outline around cursor so you don’t lose it