Second 'major' patch for SinaRun. This update add Steam Achievements, various things requested by the community (lower minimum sensibility, spawn height changes, more info when selecting levels etc) and obviously fixes bugs. Hope you like it!
General Changes
ADDED Steam Achievements! I plan on adding more over the time when I can considering right now the game lack some systems to make 'advanced' achievements work. Also the current icons are low-quality but I'll be getting higher quality ones in the days to come hopefully. Depending on the artists availability
ADDED a Status bar that show various info in game. Currently doesn't show as much as I would like it to. More info will be added in future updates!
ADDED a little box of infos when selecting Levels. It show the level difficulty, your best local time, the dev time and various tags that relate to the levels. Blast Tendency for instance has the 'Sea of Platforms' tag where Unusual Downtown has the 'Slides' tag. This should help players find a level that suit them. Levels can have multiple tags aswell
ADDED more precision to the sensibility setting. The lowest it can be is now 0.05 and it work by 0.05 increments (similar to CS:GO). The highest is still 10
ADDED a button to apply custom FPS cap without having to click 'Back'
CHANGE Enabled the 'View Full Leaderboard' button in the leaderboards. It open the Steam leaderboards page in your browser
CHANGE Changed volume default value for new install to be 0.4 instead of 0.5. There hasn't been any complaints about default sound volume but I felt like it was too high
UI Visual Changes
<*> CHANGE Made buttons that are not clickable (also known as texts) a bit lighter so it's easier to see they are not clickable. This is for labels and stuff. Not deactivated buttons
<*> CHANGE Updated spacing in the settings menu to better separate things. The video settings is starting to get a little bit crowded with the new buttons and stuff so I'll see what I can do there in the next update
Map Changes
<*> CHANGE Updated developer time on Golden Opportunity
<*> FIXED Updated spawn height in Unusual Downtown, Blast Tendency, Elevated Highground, Wanderer Hideout, Sweet Sweet Celestial, Golden Opportunity, Slick Talk, Inner Synergy, White Roads (Classic) and Blue Collums (Classic) to be closer to the ground.
This last change should fix a lot of issues people were having with starting levels. Specially in levels such as Elevated Highground and Wanderer Hideout people were often having trouble doing the first jump because they were actually airborne when starting.
Please note that this doesn't mean the 'intended' spawn height is close to the ground. There's still possibilities for maps where you start airborne
Bug Fixes
<*>FIXED the scrollbar in the resolution settings not being placed correctly
<*>FIXED UI overlaying itself in multiplayer on Blue Horse
<*>FIXED a few errors in the Spanish translation (Thanks Rafa!)
<*>FIXED missing texts in the French translation (Thanks myself!)
<*>FIXED more untranslated texts in all translations
<*>FIXED Clear Input on Reset being enabled by default on new installations
<*>FIXED Anti-Aliasing and Shadow Distance not saving correctly on some systems (If you changed these settings before you'll have to change them again)
<*>FIXED various crashes or soft-locks related to leaderboards and lobbies creation
<*>FIXED various crashes related to corrupted settings. This is somewhat temporary as the saving system will completely change at some point
<*>FIXED the password input not being full width (For real this time hopefully!)
<*>FIXED the 'Join Game' button in the Steam UI not working on games that can be joined (Passworded or generally non-joinable lobbies can't be joined with this still)
<*>FIXED invites not working for joinable games in some cases and behaving weirdly (No more forced joining things). Still doesn't work on passworded lobbies and on clients that couldn't/didn't join the Steam Lobby. More work toward will be done at some point
Notes :
This update change how SinaRun understand what levels are. (Hopefully in a more optimized way now) This should in theory not affect players but if you notice any issues don't hesitate to contact me and I'll try to fix it as soon as possible!
Unfortunately due to me being a bit busy with a post-apocalyptic game this update is rather small compared to what was planned at first.
More content coming in the next updates! Sorry. To fix this, another content update is planned after! But this will be the update that will be up for this first Steam Sales period.
<*>Size : 1mb~
Patch 1.4.2 is Live!
A week after release here's the first patch for SinaRun. It should address most complaints since release! Hope you like it!
General Changes :
<*> Added a Reset button to the Input settings. This should prevent issues with non-bindable keys!
<*> Added Noclip to the training mode. Simply press F3 to toggle. The controls are the same as in normal mode. WASD to move, Space to go up, Shift to go faster etc. (CTRL to go down)
<*> Added a new option to clear all inputs on Reset. Everytime you reset you'll have to press all keys you were holding again. Off by default! (in Game Settings)
<*> Updated Elevated Highground level preview
<*> Reduced the size of the general font used in the menus
<*> Updated many menus with added spacing to make it easier to navigate and re-ordered stuff.
<*> Various crashes related to rendering things. Nothing too specific!
<*> Left Shift should now be bindable correctly. Pressing Right Shift will bind to Left Shift though
<*> Velocity and X Rotation are now saved correctly in training mode
<*> Reduced the size of the training UI to avoid it being over the chat in multiplayer in smaller resolution (it wasn't used space anyway)
<*> Fixed being able to launch a menu transition while one was already happening
<*> (very) Slightly improved performances during pauses, resets and level endings
Movement Changes :
<*> Pressing CTRL (By default. You can rebind it) now allow you to walk. If you want to go safely somewhere.. This isn't supposed to help you make better times. If holding both Walk and Sprint, sprint will take priority
<*> Air Acceleration is now higher
<*> Sideways speed is now a little bit higher
These two changes should allow for better turning (which in turn should allow for more skips and levels now designed around turns that aren't as worse as Slick Talk) and improve the experience while still having the linear feel in linear maps (such as Sweet Sweet Celestial or Blast Tendency)
Further changes will be made if needed. Though this should already allow for more creative things and better handling
Map Changes :
<*> Updated developer time for Wanderer Hideout, Sweet Sweet Celestial, Slick Talk, Community Interest and Spiritual Era
Classic Maps Changes : <*> Added leaderboards to Blue Collums, Light City and Dark Abyss
<*> Re-arrangered the menu listing of the Classic Category so that the three leaderboard-enabled levels are first
<*> Slighty reduced fog in Light City
Golden Opportunity : <*> Rotated and moved a pillar at the beginning of the map to allow for fun map exploration
You might have played in multiplayer with me and I might have promised you that I would do it..
Slick Talk : <*> Added pretty pillars and others decorations to the background of the map. You can't reach them but they look pretty cool! It's mostly because I felt some part of the level were pretty empty of decoration
<*> Added a few decorations inside the map aswell but none are really reachable without doing crazy thing. Doesn't affect any shortcuts previously discovered
<*> Lowered light intensity. Apparently not everyone was fan of having their eyes burning
<*> Angled Light differently to make some platforms easier to see
<*> Added more platforms to the beginning of the big turn and changed current one to go with the movement changes and to allow a better experience for beginners
<*> The exterior wall during the turn is now higher to prevent people from thinking that's where they need to go at first
<*> Fixed a bug where you would jump higher in multiplayer (only affected Slick Talk)
<*> Fixed some platforms that weren't affected by shadows (which was unintentional. Unlike Inner Synergy where the platforms are not affected at the moment)
Overall these changes shouldn't change anything for better players while improving the first experience.
I'm aware this map is painful to play as a beginner due to the big turn in the beginning. Though I hope the turn being painful and somewhat slow is what lead top players to search clever shortcuts around it.
Tutorial Changes :
<*> Rewrote parts of the tutorial to teach the player that holding space make you jump higher, to watch out for the initial acceleration, the fact that R allow to reset during the first tutorial and to make it more obvious that stopping is bad!
<*> Made the first tutorial a lot more safer by making the railing a bit longer, making the bridge wider, adding a little staircase if the player fall on the little railling under and lowered the deathbox so that the player can understand what happened if he were to fall.
<*> Fixed the last 'level' of the tutorial not having a death zone
Hopefully these two changes should lead to a better first experience assuming the player actually do the tutorial.
Multiplayer Changes :
<*> When no games are found the game will now ask you if you would like to create one or play in Single Player.
<*> Added back button to the level selector. There's always been one in Singleplayer so no reason to not have it in Multiplayer as well
<*> You can't load the tutorial in multiplayer using the 'Change Server Parameter' menu anymore (it didn't work anyway. You couldn't see others players nor finish the map)
Chat Changes : <*> Changed the formatting of messages to make reading easier. It's now "HOUR:MINUTE<*> - NICKNAME: MESSAGE" instead of "HOUR:MINUTE | NICKNAME : MESSAGE"
<*> The chat font is now slightly smaller to allow for more text to be shown at once
<*> The padding between each line has been reduced a little for the same reason as above
<*> The Chat is now a bit bigger to allow for more.. well you get it.
<*> The limit of character per message is now 155 instead of 100. Will be subject to changes but it should be good for the moment.
<*> The Chat is now a bit more transparent when not focused. A way to hide it completely and making it appear only when message are sent will be added too.
<*> The selection color is no longer a weird looking bright orange
Patch Size : 7MB
2 Days left to get SinaRun for 10% off! + First Patch news
Today is the first day of November. Glad to see there's no snow yet in Canada. Though this period of the year is always kinda sad due to not much outside activities being possible. (Or at least not as much as in Summer or Winter)
Anyway! That's not important. It's not like gamers actually go outside anyway. Today I'm here to talk to you about the first real patch for SinaRun!
Since release I've been trying my best to read all news and threads on the forums about SinaRun to see the overall reaction to game or to see if there's any problems, feedbacks, issues etc.
The feedback and complaints are all pretty similar and pretty much all about smaller details (Controller Support is a small detail to me compared to like 'hey the whole game sucks') so it's kinda nice!
Hopefully once these issues are fixed I'll be able to start working on bigger things (Multiplayer overhaul, Unity 5 port, Level Editor etc.) without having to worry too much about the core game having too much problems!
I won't show the full patch notes just yet (It's not 100% finished anyway) but here's a few things that are confirmed that I know you guys wanted :
Pressing CTRL (by default) now allow you to walk (not useful for running obviously. It's intended for map exploration, multiplayer chilling etc.)
Movement Changes! Air Acceleration and Sideways Speed are now both higher. This should help players that have problems turning in some maps and allow new creative shortcut on current and future maps
Left Shift can now be rebinded correctly and a Reset button was added to the Input menu! Hopefully this should fix the issues of non-bindable keys (Right Shift is still bugged)
Slick Talk has gone through a few visual changes to avoid burning players eyes! I also moved a few platforms to make the first turn easier for beginners while still allowing better players to skip it entirely using the previously discovered shortcuts. Hopefully this lead to less frustration while playing this level as a beginner
And that's it for now. Obviously there's more changes but they still need to be worked a bit on. Also about that new leve..
Oh! That's all the time we have for today. Sorry!
Thanks for taking interest in the game.
Preview of the new lighting of Slick Talk. It doesn't show much here but it burn less the eyes while still allowing platforms to be seen clearly. Please note that nothing is final!