Development update - April 1, 2023 (Patreon)
Downloads
Content
Been working on new features and more bugfixes for PB2.5/3. Was more busy through month so I decided to skip the April 1st PB2 update, for the first time.
I have also picked few songs to be potentially used in PB3 campaign levels and every time I wonder, whether I will be really able to even contact their authors. Somehow it was possible to this day, yet it seems usually impossible to contact almost any popular youtuber/streamer in order to ask them to play my game (I have given a try to this idea by suggesting Star Defenders 2D game. Maybe idea is just bad or they'd do sponsored streams for much higher reward).
Besides that I've done the following:
- Made a mini-game JelloTetrix (frontpaged on Newgrounds ~ https://www.newgrounds.com/portal/view/877736 );
- Was helping Lin with updates she wanted to introduce to PB2 game and servers;
- Some Star Defenders 2D updates.
Sounds
- Made 2 reloading sounds for new sniper rifle;
- Made 2 reloading sounds for Noir Lime's minigun;
- Made a sound to be played when player clicks the match join button;
- Made a sound that is played when player has no ammo left and can't reload (for example in ammo regenerating magazine kind of weapons);
- Fixed bug causing OICW rifle to play no ammo sound in-between bursts;
- Made a sword activation sound that is played during sword activation animation;
- Added 2 reloading sounds for new slot 8 gun;
- Made weapon/grenade despawn sound;
- Added high pitch sound that is played when guns are fired with less than ~5 shots left;
- Made potentially used powerup firing sound (if game will end up having powerups).
Multiplayer
- Fixed confusing bug that was making everything to disappear randomly at the moment player eliminates some character with shotgun at a close range (was caused by server host character's death as it affected connected players);
- Fixed bug causing players to suddenly look at zero coordinates whenever replay was finished;
- Fixed bug causing disconnection message to appear whenever player leaves match on their own (servers are able to specify disconnection action in case if user loses connection or server crashes via modules);
- Fixed crashes of global messaging service related to global messaging service restart (for example due to update) and recovery of previously known match information;
- Fixed issue causing connected clients to send join requests indefinitely to servers they are connected to whenever global messaging service restarts;
- Fixed incorrect online player counting in a match whenever global messaging service restarts;
- Fixed deathmatch respawn module bug related to replay being started when old ragdoll is being resurrected and killed again.
Gameplay
- Made it impossible to climb upside down as it was seen in previous monthly report's video at 0:20. Now player can climb up only if their legs are below torso or if there is a floor under them;
- Fixed bug causing sounds to be randomly too loud due to sound classification being ignored if sound happens to override previous less important sound due to lack of free sound channels (for physics, particle and bullet shell sounds can be replaced with ambient sounds as well as weapon reloading sounds which have higher priority);
- Fixed bug related to improper caching of character animations;
- Made sword activation animation which can be instantly cancelled;
- Added "nope-ing out" boost that can be activated by swinging crosshair continuously from left to right quickly enough. I'm pretty sure it was called differently in PB2 though. New implementation is not vulnerable to scripting/cheating and is time limited. Same trick was not possible in PB3 because while arms were pushed relatively to chest - chest was not pushed in opposite direction in PB2;
- Changed magazine type for new minigun;
- Reworked new slot 8 gun visually and added magazine support;
- Improved grappling hook stability whenever character is being pulled over corners;
- Implemented private sounds support which can not be heard by anyone else (such as gun_sniper clicks, low ammo and no ammo weapon sounds are played like this);
- Did some tests as for powerup sound and visual effects (if game will end up having powerups);
- Moved gun_sniper clicks, low ammo and no ammo weapon sounds to gameplay sounds category (so their volume is aligned with how loud game is rather than how loud interface sounds are);
- Added volume cap on how loud wall hits can be;
- Fixed laser weapon particle flood as a result of powerup usage.
Interfaces
- Added performance graphs that can measure game's logic time, render time, framerate, ingoing/outgoing data per connection (host can see how much data each connection sends/receives);
- Added system clock to the game;
- Fixed bug causing improper in-game cursor position occasionally;
- Reworked sliders to look visually more appealing.
Level Editor
- Moved notifications area so it won't cover left panel of Level Editor;
- Made fullscreen mode for code editor;
- Fixed bug causing code editor to not work unless fullscreen mode is enabled.