TY2 build r2278_v044 now available on EXPERIMENTAL
Hi all,
A new build is up on the EXPERIMENTAL branch.
There are a LOT of new changes in this build, but there are two of particular significance that we'd love to get your feedback on.
CART RACING
Basically, we've touched a LOT of things with the cart racing.
The default controller controls are now right trigger to accelerate, left trigger to brake, A to jump/powerslide and X to fire weapons (and similar for the fourbie)
Cart handling (turning), powerslide, boost out of powerslide, jump height, acceleration and max velocity have all been tuned
Cart camera positions and FOV have been tweaked
We've added in the option to do split screen vertically as well as horizontally (currently in the camera options screen)
Cart camera smoothing for vertical "bumps" so it doesn't jitter all over the place
The long and short of this is that the carts handle a LOT differently, and we think a lot better.
The "downside" to this is that part of us making things feel better has resulted in the overall speed being somewhat reduced - so people will more than likely not be able to beat their previous best time, or get top of the leaderboard, compared to the old code.
The plan is to get peoples' feedback on all these changes, and make adjustments.
Then, once adjustments are made we will be resetting the leaderboards for the carts, as well as resetting peoples' best times.
Feedback very much appreciated!
BOSS FIGHT CHANGES
In addition to making the boss fights replayable, we've made some changes to BUSTER the Nanobot boss fight.
We don't want to go in to too much detail here (that's spoil it!) but in short:
Attack ranges reduced to make him attack more
Pauses between attacks removed to make it flow better
Added some extra "boom" to some of the attacks ;)
Feedback would be awesome!
OTHER CHANGES
ACHIEVEMENTS: 11 new achievements - should be awarded off loading a 100% save game and going to the game totals screen. See the achievements information for the game in Steam for details on what these new achievements are!
ACHIEVEMENTS: Race achievements (come first in a race, come first in all races) should now award if you load a 100% complete save game where you've completed those races.
ART: fix for alpha issues with the oil rig textures used in the buster boss fight
ART: Envdome upres for Southern Rivers (overworld)
AUDIO: added SFX for throwing a frill off a bunyip
AUDIO: updated main menu SFX
AUDIO: added new glide SFX loop
AUDIO: Updated some cart racing SFX
CAMERA: fixes for the camera clipping through the roof (eg stand on a crate in between bush rescue HQ and town; and double jump)
CART RACING: Brand new in-game race UI for single player, split screen, and Chocker's shops.
CART RACING: split screen races now draw the props on both views, if "Cart Prop Detail" is set to High (new settings option in screen settings)
CART RACING: music for races starts on start of flythrough now
CART RACING: fixed issue where some objects wouldn't shatter during cart races
CART RACING: lots of cart camera fixes to smooth things out
CART RACING: added vertical split screen option to multiplayer cart races (in camera options UI)
CONTROLS: jump with ty is now on by default on a fresh install
CONTROLS: Change default controls for vehicles for left trigger = break, right trigger = accel; X = throw/fire; A = jump/slide
CRASH: fix for crash if exiting level/to main menu; while in the middle of a boomerang throw
GRAPHICS: fixes to fading in of objects when SSAO is enabled to fix some of the "pop to black" issues
GRAPHICS: omni lights update while changing rangs from rang selection popup
GRAPHICS: net fixes for m12 to make it more like the original release
GRAPHICS: reflections are fixed for clipping and draw distance
GRAPHICS: fix for helicopter mission ssao issues (1cm nearplane and 1km farplane!)
GRAPHICS: fixed edges on invincibility texture particle effect
GRAPHICS: added road shader specular
GRAPHICS: fix for graphics corruption if both SSAO and Bloom are disabled on boot
GRAPHICS: fix shadow setting not initialising if shadows were set to "off"
GRAPHICS: tweaked all shadow settings for all races
LEVEL DESIGN: Added some decoration props to the beach area.
LEVEL DESIGN: Set some per-level grass detail settings for Burramudgee to improve performance
MISSIONS: Grindstone Cowboy control and camera fixes; and graphics fixes
MISSIONS: boss fights are now replayable
MISSIONS: Buster the nanobot fixes
PERFORMANCE: grass now runs on the gpu
UI: Added per-level collectable information pages to the pause screen (scroll through on the game totals tab)
UI: new race shop UI updates (chocker's) with trophy visible if you've won
UI: Added a scroll to the race win flag background to make it a more dynamic looking.
UI: added map for Canopy Capers
UI: sped up speed of scrolling button groups on the UI (for long menus eg shops)
UI: fixed the "press start to play" text for the race intro to reflect your last used control device
UI: race hud now displays the name of the race during the flyover
UI: boss fights now have a different icon on the map; once you've finished them
UI: fix for sound options not being able to be changed on the main menu
UI: added animated dunny to the "you've lost" screen for races
UI: new location banner system (only used for shop entries ATM)
UI: All of the shops have new UI, icons etc
TY2 build r2106_v038 is now available on DEFAULT
Hi all,
The latest build is now available on the default branch.
Details of what is in this build are as per the description for when it was posted to the EXPERIMENTAL branch.
Please note this build will upgrade your save game to the latest code, once you have loaded one of your previous saves in this build.
If there are any problems, please let us know on support@kromestudios.com
Lastly - there will be a bunch more achievements go "active" shortly. These will only be able to be awarded in the NEXT build that we release (which will be going to EXPERIMENTAL to start).
Cheers
Linds
Next Friday Arvo Update
Hi all,
Time for the Next Friday update (sorry, no Ice Cube)!
We've been spending a bit of time improving the cart racing.
Here's a quick video of the latest in action, with a few cases of poor driving skills on display, heh :)
Changes in the racing:
Controls changed for triggers to be accelerate/brake; with the "THROW RANG" button to fire the weapon
Camera smoothing (steadycam) on the vertical movement, to smooth out the camera bouncing everywhere while driving over rough surfaces
Handling changes to have more of a ramp in/out on the turn; as well as a speed boost from exiting a powerslide, better turn rates and an improved jump height
Some collision and shattering fixes
https://www.youtube.com/watch?v=YqQWIQuqNHk
And we're working on UI improvements while racing to make it look better, as well as support both horizontal and vertical split screens (concept art below).
We're hoping to have a build with all this (as well as all the changes detailed in the previous Friday Arvo update) in an EXPERIMENTAL branch build towards the end of next week (no promises though - we want to make sure it's feeling good before we put it out there!).
Oh and the boss fights are replayable now too; and there's another 10 or so achievements added.
:)
Have a good one!
Linds
Friday Arvo Update
Hi All,
We thought we'd just share around some piccies of some of the bits we're working on at the moment, as a Friday arvo update.
We've been touching up part of the Beach area of Southern Rivers, adding in things that we had to take out due to memory and time constraints.
DENNIS JETBOAT
This was originally going to be a vehicle TY rides around on - but is now added to the beach for Dennis to have a bit of fun!
TY THE WHALE
Built for TY2, but we couldn't make him fit in memory
IMPROVED CORAL AND TIGER SHARK
Megalodon/Tiger Shark Repaint.
And we've made the Great White sharks take a few more hits to defeat too.
LOCATION NAMES
New location name display. We'll be hopefully rolling this out throughout the game, to let you know where you are as you go around the game world.
NEW SHOP UI
Implemented in-game, for the non-Race shops. We still have some more spit and polish we're adding to this though.
MISC BITS
There's a bunch of other thngs we're working on too:
Improved grass performance
Per level collectable counts
More achievements
The ability to hit the barracuda with your aquarang
Stong Temple of Carnook playability improvements
We don't have an ETA on next build at this stage.
But next week there may be a little something coming around for TY1... :)
Have a good one!
Linds
TY2 Build r2106_v038 is now available on EXPERIMENTAL
Hi all,
There is a new build up on the EXPERIMENTAL branch. There are a LOT of new things in this build, many of them under the hood.
In particular, there are a couple of changes that we would really appreciate knowing if they cause any issues, namely:
Changes to the save game format. It should be able to load the old save format without any loss of progress, or items, etc.
Mass changes to the streaming of the fourbie-driving level - hopefully nothing has been broken in terms of endless Julius sciene facts, etc
If sees anything untoward with the save games (wrong percentages, not loading the old data, not tracking collectables properly, etc) please let us know ASAP!
We're releasing this build to experimental with a few less things implemented that we wanted to - there's been some delays due to a few bugs that popped up - so the new shop UI is not in this build (though other shop graphical improvements are).
Changes in this build as follows:
NEW FEATURES
CONTROLS: Mouse boomerang aiming now works like it does in TY1 on Steam (throws at the view direction)
GRAPHICS: Added shadow normal support to improve shadow quality.
MAPS: Implement "won race" icon (trophy) on the maps.
MAPS: Added star at Sgt Bluey's location in town, for the hidden frill mission
SAVES: New save system that alows us to add new save data, moving forward.
SHOPS: Added initial lighting, shadows and SSAO to the shops.
SHOPS: Added some VO that didn't get implemented in the original release. Have fun finding out what/where!
UI: Boomerang HUD is now toggled on and off, instead of having to hold down the "action" button (Y button on X360 controller, R key (default binding) on keyboard and mouse).
UI: You can now select boomerangs from the Boomerang HUD, even after you upgrade them.
CONTENT UPDATES
ART: Updated the texture for the sheoak tree
AUDIO: Updated whoosh sound for main menu logo sequence
LEVELS: Changed how Sly's Shack art is loaded when you're driving around; so you can see it from a distance
LEVELS: Merged half of the different level streaming packags together, for when you're driving around. Fixes a variety of different popping issues, etc.
LEVELS: Added in "Big Croc" prop to the Southern Rivers, that didn't make the original release.
LEVELS: Big props (prawn, pie, pineapple, croc) are bigger; and you can see them from further away.
LEVELS: added warp flower to near Sly's Shack - once you've made it to the top once (from this build onwards), it will appear and let you avoid having to do the jump puzzle each time you want to buy a rang.
LEVELS: Added some additional props around Sly's Shack
LEVELS: Removed low poly houses from town, that we don't need anymore as the high-res ones are always loaded.
LEVELS: Added some additional props around the entrance to Burramudgee from the Southern Rivers
BUG FIXES and MISC
AUDIO: Rework of the audio acoustic settings system, to data drive it. Some tweaks to the various settings for the reverb etc while in caves.
AUDIO: Fix for aquarang sounds that occasionally stopped it from playing a sound.
AUDIO: Fixes to acoustic (reverb) support so that the reverb doesn't sometimes cut out, mid sound.
GRAPHICS: Fixes to draw distance calculations that caused the settings to lag by one option.
GRAPHICS: Fixed issue with shadow interpolation causing "forever shimmering" shadows.
GRAPHICS: Fixes to grass system, so grass spawning on props (like the mossy logs) works again.
GRAPHICS: Fixes for the visibility of the invisicrates and invisiplatforms (and them not being included in the shadow map).
GRAPHICS: Fix for wave height in Sheep Dip
KART RACING: Fixes to the chance for AI racers to take the shortcuts. Larger chance to take a shortcut, the further behind you they are, and reduced chance to do it, if they are close to you.
KART RACING: Simplified the rubberbanding code and made some changes so that their catch-up is less aggressive, depending on the situation.
LEADERBOARDS: Don't post a race result to the leaderboard unless it's better than the default time (10 mins).
LEADERBOARDS: Display Race times display as m:ss.cc; game completion times display as d:hh:mm:ss
MISC: Added some logging to an achievement that isn't unlocking for some users.
MEMORY: Fixes for a variety of memory leaks.
PERFORMANCE: Fixes for load-hitches as new data streams in.
UI: Removed the word "Loading" from the loading screen (TY logo with animated rings). Linds personal note - Have hated that being there since the original release, where it had to be there for TRC requirements.
WHAT'S NEXT
At the moment, the plans for next work include:
LEVELS: Continued level prop placement improvements.
PERFORMANCE: Rewrite of the grass system to improve performance.
UI: New shop UI art implementation.
As per normal; please let us know any problems, and enjoy!
Linds
What's Coming Next?!
Hey all,
So - things have been a little slow the last month, as there have been a of holidays here in Australia around Easter. But we are still making good progress on some new features, so we thought we'd share some of these with you.
Some of the things we've been working on aren't very "visual" - but others should have a pretty large graphical impact on the game!
We're looking to do a new build to "experimental", once we implement the new Shop UI (which is basically the next task).
Some of the upcoming changes:
SHOPS: Implemented the shadow, SSAO etc system in to the shops. More work to come here, with some lighting etc - but that needs to wait until after the new UI is implemented (note - textures for the shops haven't been upres'd yet).
SHOPS: Implemented some more VO that was all set up in the original game, but never triggered (will leave it to you guys to find out what this is!).
BOOMERANGS: 1st pass implementation of being able to select the Tier 1 boomerangs, even after you buy the Tier 2 versions. Still need to do some polish on this for the controls before we add it to a build. Also - we've changed it so the selection overlay toggles on/off; instead of you having to hold a button
SAVE GAMES: Lots of "under the hood" work to allow us to add more things to the save games, so that we can implement some little bits and pieces; like a warp flower to get to the top of Sly's Spire, once you've done the jump puzzle once!
MAPS: Added a trophy icon (that was in the original game but not hooked up due to time) to show which races have been won
We're probably looking at mid-May, for the next experimental build, depending on how well the implementation control improvements for the boomerang selection and the shop UI updates goes.
This isn't a complete list of what we've done... just a few titbits to whet the appetite! :)
Any questions, let us know!
Cheers
Linds
TY2 Build r2014_v032 is now available on DEFAULT
Hi all,
Build r2014_v032 has been promoted from the EXPERIMENTAL branch to DEFAULT.
Changes in this build, since the last "default" branch build, are:
NEW FEATURES
ACHIEVEMENTS: Added 2 x new achievements (finish first in a race and finish first in all races)
AUDIO: Added collection sting for Kromium Orbs.
LEVELS: Reworked the data streaming for Burramudgee. There should no longer be a wait between Bush Rescue and town (opal spawner removed). There are no gates going up to the Haunted Manson. Removed the fences etc blocking off the top of town to bottom of town. Level is now closer to how we wished we could have made it in the first place; but ran out of memory. Note - no performance improvements at the moment :)
LEVELS: More reworking of the data streaming for the overworld, merging some data stream packages together. There is no longer a separate data package for "Crouching Birrel, Hidden Squeaver", "Explosive Cargo", "Plutonium Panic", "Bush Fire"; or the entrance to "The Never Never" level
UI: Missions that have been completed once; but still are visible on the map (ie repeatable) now display a different icon on the hud map and pause menu map; and added the icon to the map key on the pause menu
BUG FIXES
AUDIO: Fixed music pausing on some missions, where the intro cutscene had already made the music start playing (was erroneously pausing it to then try to restart the same music track). Example: The Birrel and Squeaver missions.
CRASH: Fix for exiting leaderboards while a task is in progress
CRASH: Fix for hitting "A" (on controller) on the leaderboard summary on the pause menu
CRASH: Fix for crash when viewing leaderboards on race results after an ingame race
CUTSCENES: Fixed lipsync memory overwrite potentially occurring in specific cutscenes in IT/ES/DA/SV
LEADERBOARDS: Fixed leaderboards not starting at Rank 1 when changing displayed leaderboard after scrolling down some pages on the previous displayed leaderboard
LEADERBOARDS: Fixed leaderboard crashes from trying to obtain more users in the list
LEVELS: Fixed up ID conflict causing the wrong chunk to load, when trying to play Sheep Dip.
RACES: Fixed RaceResults and TrophyScreen to display correct control messages at the bottom of the screen.
UI: Made the map on the pause menu bigger.
UI: Fixes to the font(s) to remove the period that was being displayed instead of the hard-space, before button icons
UI: Modified "icon in string" remapping to adjust to keyboard/mouse or gamepad descriptions based on which device was last used. NOTE THAT THIS IS NOT COMPLETED, WE STILL NEED TO IMPLEMENT SPECIFIC KEYBOARD vs CONTROLLER STRINGS.
ART
ART: Hi-res rang textures for all rangs
ART: Hi-res fire truck texture
ART: Improved quality of the Bush Rescue banner in the cutscene after you finish the first level
ART: Pocket Fluffy HUD texture updated
Any issues, please let us know.
Cheers
Linds
TY2 Build r2014_v032 is now available on EXPERIMENTAL
Hi all,
Doubling down on yesterday's update, we have a few more fixes (and a couple of features) to try to stabilize the build, in the hope of being able to release it to default soon.
Any feedback/information on issues on this build that are game-breaking and would stop it being pushed to default would be appreciated.
Changes in this build are as follows:
NEW FEATURES
ACHIEVEMENTS: Added 2 x new achievements (finish first in a race and finish first in all races)
UI: Missions that have been completed once; but still are visible on the map (ie repeatable) now display a different icon on the hud map and pause menu map; and added the icon to the map key on the pause menu
BUG FIXES
CRASH: Fix for exiting leaderboards while a task is in progress
CRASH: Fix for hitting "A" (on controller) on the leaderboard summary on the pause menu
CRASH: Fix for crash when viewing leaderboards on race results after an ingame race
UI: Made the map on the pause menu bigger.
LEADERBOARDS: Fixed leaderboards not starting at Rank 1 when changing displayed leaderboard after scrolling down some pages on the previous displayed leaderboard
RACES: Fixed RaceResults and TrophyScreen to display correct control messages at the bottom of the screen.
Any problems, let us know!
Cheers
Linds
TY2 Build r2002_v031 is now available on EXPERIMENTAL
Hi all,
A new build of TY2 has been pushed to the EXPERIMENTAL branch.
Changes in this build as follows.
NEW FEATURES
AUDIO: Added collection sting for Kromium Orbs.
LEVELS: Reworked the data streaming for Burramudgee. There should no longer be a wait between Bush Rescue and town (opal spawner removed). There are no gates going up to the Haunted Manson. Removed the fences etc blocking off the top of town to bottom of town. Level is now closer to how we wished we could have made it in the first place; but ran out of memory. Note - no performance improvements at the moment :)
LEVELS: More reworking of the data streaming for the overworld, merging some data stream packages together. There is no longer a separate data package for "Crouching Birrel, Hidden Squeaver", "Explosive Cargo", "Plutonium Panic", "Bush Fire"; or the entrance to "The Never Never" level
BUG FIXES
AUDIO: Fixed music pausing on some missions, where the intro cutscene had already made the music start playing (was erroneously pausing it to then try to restart the same music track). Example: The Birrel and Squeaver missions.
LEADERBOARDS: Fixed leaderboard crashes from trying to obtain more users in the list
LEVELS: Fixed up ID conflict causing the wrong chunk to load, when trying to play Sheep Dip.
UI: Fixes to the font(s) to remove the period that was being displayed instead of the hard-space, before button icons
UI: Modified "icon in string" remapping to adjust to keyboard/mouse or gamepad descriptions based on which device was last used. NOTE THAT THIS IS NOT COMPLETED, WE STILL NEED TO IMPLEMENT SPECIFIC KEYBOARD vs CONTROLLER STRINGS.
CUTSCENES: Fixed lipsync memory overwrite potentially occurring in specific cutscenes in IT/ES/DA/SV
ART
ART: Hi-res rang textures for all rangs
ART: Hi-res fire truck texture
ART: Improved quality of the Bush Rescue banner in the cutscene after you finish the first level
ART: Pocket Fluffy HUD texture updated
Any problems, please let us know!
Would be great to hear on general stability of this build (throughout all the minigames etc) as an indicator as to whether it would be suitable to push through to the standard branch.
Cheers
Linds
TY2 Build r1969_v029 is now available on EXPERIMENTAL
Hi all,
A new build of TY is up on the experimental branch. This is a fairly large download (300MB or so) due to the added features, and some of the clean up work.
Changes in this build:
NEW FEATURES
LOCALIZATION: First pass Italian, Spanish, Swedish (text only) and Danish (text only) commit. There will no doubt be some missing or erroneous translations - please let us know anything you can help with on this in the short term (we'll be doing a re-localization pass closer to the end of Early Access, similar to TY1). Note that there be some memory leaks in these new languages - we'll be further working through things, as we go. The game will use the language set up in the "LANGUAGES" tab in the properties of the game). People who have the game already installed may need to change the language dropdown in the properties if you're changing to IT/ES/SV/DA
LEVEL: Fixed up prop pop-in that you see right in front of you (the huge trees) when you enter the fourbie. Data streaming has been modified for "Dennis Freeway" and the Training Grounds mission near "Dennis Freeway", so please let us know if there are any issues
LEVEL: Changed the data streaming going to Sly's Shack and "Fire Fight" - let us know if there are any issues when driving around, or going to/from that mission
LEVEL: Changed the data streaming going to "Croc Stock Pile" and removed the airlock blocking off access due to load times - let us know if there are any issues when driving around, or going to/from that mission
BUG FIXES
CUTSCENE: Fix for missing audio line in an Italian cutscene that we probably originally shipped with
MISC
Stripped old shadow data out of the model format, to reduce size
Reworked data archive storage (which archive has what files)
Any issues, please let us know as per normal, making sure you let us know that you're on the experimental branch.