The first update for TY for 2017 is now available.
Changes in this build:
BUG FIXES
ANIMATION: Made the multiple claim animations for golden cogs/thundereggs etc work correctly again (still limited if the doomerang is equipped)
DEBUGGING: Added some logging to Autosave process
GRAPHICS: Fixed draw order issues with some of the portals
PERFORMANCE: Significantly improved CPU performance of "high" detail shadows (and to a lesser extent, "medium" detail level too)
PERFORMANCE: Tweaked high-detail shadow distance settings for Two
Up and Rainbow Cliffs to decrease CPU use
PERFORMANCE: Significant improvement to memory use, which should help with both stability and framerate (due to fixes to continual small heap allocations that have been removed)
PERFORMANCE: Fixed memory leaks from music track change
PERFORMANCE: Fixed memory leaks from FMV video playback
SOUND: Fixed the TY respawning from the dunny sound
UI: Fixed highlight hit box for the "quit to main menu" confirmation persisting, if you selected "NO"
FEATURES
GRAPHICS: Added additional beautification to Two Up, if prop detail set to high.
Anybody whom I've contacted on switching to a test beta branch, please switch back to the "NONE" beta branch with this build now being released.
Any problems, please let us know!
Cheers
Linds
Happy Holidays
See you in 2017!
TY - Next Steps
Hey all
We thought we'd have a small pre-Christmas update as to what we're up to, and what our next steps are.
In the last week (give or take!) since full release, we've been investigating issues that people have reported from playing the game. We've done several fixes, that we've made available to a few people to see whether it resolves the problems, and we'll be looking to doing a new patch to the game early in 2017.
Some of the current major line-item changes for the next patch are:
ANIMATION: Made the multiple claim animations for golden cogs/thundereggs etc work correctly again (still limited if the doomerang is equipped)
DEBUGGING: Added some logging to Autosave process
GRAPHICS: Made Two Up B-E-A-Utifiul
GRAPHICS: Fixed draw order issues with some of the portals
PERFORMANCE: Significantly improved CPU performance of "high" detail shadows (and to a lesser extent, "medium" detail level too)
PERFORMANCE: Tweaked high-detail shadow distance settings for Two
Up and Rainbow Cliffs to decrease CPU use
PERFORMANCE: Significant improvement to memory use, which should help with both stability and framerate (due to fixes to continual small heap allocations that have been removed)
PERFORMANCE: Fixed memory leaks from music track change
PERFORMANCE: Fixed memory leaks from FMV video playback
SOUND: Fixed the TY respawning from the dunny sound
Other than that, we've not been doing all that much. A bit of clean up of some old rusty cars and some rubbish around the office to get it ready for 2017. Here's a photo for you!
If you want to keep up to date with more things that we're doing "around the office", such as this nice little 3D beauty - https://www.facebook.com/tythetasmaniantiger/posts/10154796081987270%3A0 - you really should follow us on Facebook at https://www.facebook.com/tythetasmaniantiger/.
Cheers!
Linds
TY Released from Early Access
TY has been released from Early Access!
There's a new build up on the store for the release - r1295_v1.00.
This build has the following fixes:
GAMEPLAY: Prevent player from activating interactive TriggerProps while biting. Fixes bug where a certain order of state switching for entering a minigame after a cutscene dialogue would break because TY was still in the Bite state (Dive minigame bug in Bridge on the River TY).
UI: fix small clamping issues on 2 of the mouse state textures
UI: Made the prop detail selection in settings change when you click on it (not grass)
UI: Fixed anisotropic option from not being able to be clicked on with the mouse in the settings screen
Thanks once again for everything that you have contributed to this journey; we really appreciate it.
We're going to have a bit of a break for Christmas and then we'll be back with more TYriffic news in 2017!
Cheers
Linds
Leaving Early Access Tomorrow
Hi all!
The TYme has finally arrived!
Tomorrow (12th December in the USA) TY1 will be leaving Early Access in to full release!
At that point, as we’ve mentioned several times, the price for the game will be increasing to $14.99.
Here's a nice new video we've done up for the launch:
https://www.youtube.com/watch?v=-O7KGfAg-s8
Thanks to everybody for the support – it has been greatly appreciated.
There will be more things to come for TY… both for TY1 and … other things …
:)
Cheers
Linds
Build r1286_v0.91 Has Been Released
Hi all,
r1286_v0.91 has been released.
Changes in this build:
BUG FIXES
GRAPHICS: Performance improvement for adaptive brightness shaders.
GRAPHICS: Tweaked lighting settings for Walk in the Park.
GRAPHICS: Fixed black borders around low-detail opals.
GRAPHICS: Fix for slightly misplaced UI elements in the y-axis for non 16:9 aspect ratio resolutions.
TRANSLATIONS: Changed translations for some controls and settings for Spanish (thank you for the feedback!)
Any issues, please let us know.
Cheers
Linds
Build r1267_v0.90 Has Been Released
Hi all,
Build r1267_v0.90 has been released on to Steam for your enjoyment.
Updates in this build:
FEATURES
GRAPHICS: Adaptive Brightness. As you go in and out of dark areas, or bright areas, we now adaptively modify the scene lighting, if bloom is enabled (and supported by your graphics card). Here's a side by side of the difference! This should also help the white-hot-mess beaches!
GRAPHICS: We've totally reimplemented the DPI scaling routines and resolution selection so that 4k resolutions will now actually be 4k, instead of a bit lower resolution. 4k screenshots look :)
BUG FIXES
UI: Fixed white outline around Bull's cameo in the boss fight.
MISC: Updated copyright information.
Build r1239_v0.89 Released
Quick fix for the issue in the last build where the screen would be black if MSAA wasn't enabled at all, caused by one of our other fixes.
Have rechecked this booting
- full screen with MSAA
- full screen without MSAA
- window without MSAA
On NVidia and Intel cards
Cheers
Build r1232_v0.88 is now available
Hey all,
Another patch is up and live with some additional fixes.
At this stage, we are aiming for A MID DECEMBER EARLY ACCESS EXIT.
BUG FIXES
ENEMIES: Fix for the skink not dropping its tail.
GRAPHICS: Fix for SSAO glitch on first frame of load.
GRAPHICS: SSAO improvements. SSAO on grass will now not be as murky.
GRAPHICS: Reduce alpha on water spray textures if running with Bloom enabled, to stop it completely flaring out to white.
GRAPHICS: Fixed the end-level environment dome rotation so the major feature (beam of light) is within view.
GRAPHICS: Fix for the magical fish that changed its appearance depending on what direction it faced.
GRAPHICS: Fix for graphical corruption when resizing the window using mouse drag.
UI: Fix for the UI when running in ultra-wide resolutions (eg 21:9) so that the UI elements (TY's health, etc) are within the rendered 16:9 section.
Any problems, please continue to let us know so we can put in the final touches before leaving Early Access.
Cheers!
Linds
Build r1200_v0.87 Has Been Released
Hi all,
A new build is out, with a few more fixes and improvements.
IMPROVEMENTS
GRAPHICS: Additional new beautification of the water and water reflections, including reflections in multiple pools of water now being more accurate; and water and reflections taking shadows in to account. For example:
GRAPHICS: Added additional beautification to Outback Safari, if you're playing with Prop Detail set to high. For example:
GRAPHICS: Improved the texture on the frog critter in Rainbow Cliffs
GRAPHICS: Improved the texture on the Bull water splash
GRAPHICS: Improved the texture of the wildflowers
BUG FIXES
AUDIO: Updated the kaboomerang throw and explode sound; so that the throw has more of the original throw sound in the audio mix
AUDIO: Improved the lavaspurt sound (prevalent in the Shadow boss fight area) so it doesn't clip/distort as much