This patch doesn't contain any fixes. The only thing I repaired is the crash log. Let's see if I can catch that crash on startup some of you are experiencing.
One more Update
So this is it, the final Splatter patch. I already claimed this before, so better take it with a grain of salt.
- Visible game area is limited to a useful range when playing on UHD resolution - Shadow flickering on UHD resolutions fixed by doubling rendertarget sizes again - Fixed rare rendering glitches due to incorrect state caching - Fixed rare colored rectangles after loading a savegame - Fixed rare colored rectangles after loading a savegame, #2 - Fixed deco objects sometimes being invisible after loading a savegame
This patch caused a lot more trouble than I expected, but it also brought me to play the game in its entirety once again. And yeah, the story doesn't hold up well, it's pretty obvious even to me with a few years of distance. But there's so much cool stuff to do in this game... I'm still proud of it.
Maybe some day I'll do a sequel.
Some more fixes
Changes in Version... I lost track, sorry. Originally I intended to "just put out a quick patch with the updated version of my framework" but it turns out 7 years of compiler progress and knowledge gain expose some issues that should have been fixed from the start.
- limited visible area on HD+ resolutions - Fixed rare random render glitches due to 3D API state caching - Fixed rare fullscreen colored rectangles after loading a savegame - Fixed rare fullscreen colored rectangles due to a different reason - Fixed rare issue where deco objects being invisible after loading a savegame
This is the last update. Really now. Echt jetzt.
Crossfire II released - Ancient Amiga 16Bit shooter
Back in the days when computers had Megahertz and Megabytes, I made a game called Crossfire II. It's a topdown shooter with a story and local horde / deatchmatch modes, just like Splatter. But it's ancient. Graphics of 320x240, 16Bit colours, 8bit / 22kHz sounds.
Story mode is 2, maybe 3 hours, plus freestyle weirdness. No replayability whatsoever, and in my books that's a good thing. So if you enjoyed Splatter, have a look at Crossfire II. If that game were a person, it would be allowed to drive and vote.
When night comes, a Splatter patch appears
Hey Splatterers,
there's a new fix for you which tackles issues some of you encountered.
* Fixes a freeze when shooting with hitscan weapons at the fire bubble tentacle of the first stage of the Final Boss Fight. * Fixes the weird immediate end of the third stage of the Final Boss Fight * Possibly fixes the startup problems on Win8 / Win7 * Fixes a few other visual glitches stemming from the same cause as #1
That's it. This is probably the final patch to Splatter, six years after its release. Well... who am I kidding. There will be probably more. Also the performance still bothers me here and there, and I'll probably have to tackle it for the Switch version anyways which we're discussing currently.
But for now, off to an entirely different and even older game: my old Amiga topdown shooter called Crossfire II released back in 2002. I'm bringing it to Steam.
Splatter - Zombiecalypse Now Official Soundtrack arrived today
Hi Splatterers,
as we get our game back early this year, we decided to bring out the soundtrack composed for "Splatter - Zombiecalypse Now" for 2 reasons: 1. you can get it, if you like the game music as we do or 2. you want to support the developers with a tip and get the soundtrack as a bonus.
Have fun and hope to see you playing our next game soon.
Regained control with a small patch and a new name
Hi, Splatterers.
You might have heard that we sold the Steam Publishing rights back in 2016. Now, with some fighting and the help of Valve we got it back. And we use this regained control to publish a small patch:
- fixes long-standing bug where light sources were cut off randomly on highest Shadow Quality Setting - changes some cover and menu art to the new game subtitle - some balancing changes
When I got my Linux build setup back on running, I'll also fix the "black screen with music" issue on some Linux computers, but this will need a while. I'm also looking into some more balancing, but no promises.
Have fun, colour the ground red!
HUGE SALE FOR SPLATTER - BLOOD RED EDITION THIS WEEK!!!
http://store.steampowered.com/app/281920/
New bugfixing update released
A new update to Splatter has been released. The main change is again a redesigned and reworked input system which now mimics the OS behaviour and unites input from all mice and all keyboards until the player specifically configures controls to use multiple keyboards and mice. Which most of you won't, I'd guess.
This update also brings the OSX port up to date, incorporating all the fixes and improvements of the last five or so updates.
Again I'm hoping that this is the final update, and this time I officially declare this to be the end of maintenance. I'll still keep an eye out for trouble in the future, but I won't hunt exotic failures anymore. Apart from glaring errors, that is. The game runs fine on 99,99% of all computers fulfilling the hardware requirements, but I will never reach 100%. This is impossible even for large teams but even more so for One Man Shows like mine.
I still hope you enjoy the game, and I'll keep an eye on the forums. Other than that: I hope to see you all again at my next game :-)
New Update fixes stuff
Hello again,
here, have some more fixes. Last time I said I won't maintain this game anymore, but then I realized there are still some ugly issues hidden inside which passed my One-Man-Testing-Team unnoticed. So here it is - another bugfix release. Again only Windows and Linux, MaxOSX is in the works.
- fixed Arcade Mode hiscores submitting correctly again
- fixed possible stuck keys on exotic controllers blocking the game
- disabled automatic switch to gamepad controls
- Alt+Enter now switches between Windowed and Fullscreen at any time
- renamed config variables for resolution to make fiddling with them easier
- updated GLFW to 3.1.2 which claims to bring a lot more workarounds for buggy window managers on Linux
- repaired concurrent operations which makes Savegames super-smooth again, for example.