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Hi people!

As I did across Bad Golf's development, I'll be posting mostly-regular summaries of community contributions to Pongball, with links to relevant GitHub issues, forum posts and anything else that might be useful for contributors wanting to keep track of the project's progress across Amnesia Fortnight.

  • Day One: Initial commits and first builds (Mentors: Tim Schafer & Greg Rice)
  • Day Two: Concept art, table and paddle design brainstorming, sound effects (Mentor: Matt Enright)
  • Day Three: Menus, tables, music and models (Mentor: Camden Stoddard)
  • Day Four: Single player, a new table and menu enhancements
  • Day Five: New builds, menu enhancements, minor fixes and a funny bug video
  • Day Six: New builds, more logos, minor fixes and works-in-progress (Mentor: Miyuki Richardson)
  • Day Seven: First music and sounds, and more table concepts (Mentor: Jeremy Mitchell)
  • Day Eight: Audio, table improvements, and scoring (Mentor: Geoff Soulis)
  • Day Nine: Paddles, controllable flippers and more table concepts (Mentor: James Marion)
  • Day Ten: Tables, gates, buttons and powers (Mentors: Kee Chi & Chad Dawson)
  • Day Eleven: Audio options, sound effects and a new paddle
  • Day Twelve: Online improvements, powers and persistent volume
  • Day Thirteen: Physics, networking, fixes and credits (Mentor: Paul O'Rouke)
  • Day Fourteen: Paddle improvements, table improvements, score improvments and UI improvements (Mentor: Anna Kipnis)

 

Post Amnesia Fortnight

  • Day Fifteen: New table, new music, ball improvements, power improvements and a win state
  • v0.1.0: Paddle improvements and many, many bug fixes
  • v0.1.1: Some small bug fixes

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v0.1.1

Some super quick bug fixes!

 

New build:

This release is affectionately known as "0.1.1_5dc8d48", which is how we be tagging development builds moving forward (that's the release version followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds feature improved paddle controls, another new logo and many, many bug fixes and tweaks. See the release notes for more details and known issues!

 

In the main repo:

  • Cheeseness disabled the exit to menu button (d548e70)
  • fragmental fixed spinners being triggered multiple times (#151)
  • fragmental fixed delays between music tracks (#185)

 

In the forums:

Thanks to @fragmental and @Cheeseness for their efforts!

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Day One

These posts are going to be loosely organised into days, but since we're spread across the world aren't really likely to align with calendar day in any meaningful way. I'll be attaching links to builds later on this evening. In the meantime, here's most of what happened today!

First up, here are some test builds showing today's progress on top of the "pre-production" work that @lightsoda and @bobsayshilol put in since voting ended.

This release is known as "2017-04-12_4859bbc", which is how we'll be tagging development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include two placeholder themes, a placeholder table with two paddles, pop bumpers and a ramp, and initial multiplayer support. Note that paddles are controlled by a simple AI in this build!

 

The main repo saw the following activity:

  • Cheeseness migrated content from the Bad Golf wiki and created new pages for the Pongball wiki
  • lightsoda pushed the initial codebase live to the Pongball GitHub repo (initial source drop @ d0cab3c)
  • bobsayshilol removed some extraneous meta files (#11)
  • lightsoda updated asset switching code to no longer require the AssetBundleServer to be running (#13)
  • lightsoda added a post-build script to copy AssetBundles to appropriate locations (#13)
  • lightsoda fixed a bug when resetting ball position (#13)
  • fragmental fixed the AssetBundle deploy location on Mac OS (#14)
  • Cheeseness fixed a material bug (#17)
  • Cheeseness added a menu option for building AssetBundles for the build target platform (#17)

 

In the asset sources repo:

  • lightsoda contributed the source file for all the models used in the initial base (5d5868d)
  • rhcooper contributed a Pongball logo rhc_pongball.thumb.png.a81608cf0b90c2b0201145eeb8e81b0f.png (49ea2e9)
  • Cheeseness contributed a Pongball logo placeholder_logo.thumb.png.dafa478ae0f29cc38378a3fe1e38aa17.png (42ee82a)
  • kyle3wynn contributed some UI and ball sounds (cdd874c, 3984ee6)

 

On the forums:

Thanks to @lightsoda @bobsayshilol @fragmental @Reid_Harris_Cooper @kyle3wynn @KGuNN @jctwood and @Cheeseness for their efforts!

 

And finally, the first mentor stream happened:

  • Guests: Tim Schafer and Greg Rice
  • Questions: Kyle3wynn, VideogameScrapbook, James Wood, Daniel Stokoe and FragmentalStew.
  • Question wrangler: FragmentalStew
  • Topics: concepts, pitching, leadership and prototyping

 

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Day Two

Day two saw a little less activity on the repo, balanced by more discussion and concept sharing. Score mechanics and movement have been points of discussion across the day in IRC and the forums, though assessing implementations of these will depend upon getting a solid test table put together through which core gameplay can be explored. Putting together this test table (or tables) will likely be a focus across the next couple of days.

 

In the main repo:

  • fragmental has fixed some ball collision issues (#18)
  • bobsayshilol has been working on re-implementing single player vs AI functionality (#4)
  • fragmental is working on some menu implementation (#9)
  • Cheeseness added notes on Asset Bundles to the Build Guide wiki page

 

In the asset sources repo:

  • lclhstr added some sound effects (5b1062b)

 

On the forums:

Thanks to @fragmental @bobsayshilol @lclhstr @kednar @lightsoda @KGuNN and @Cheeseness for their efforts!

 

Last but not least, the second mentor stream:

  • Guests: Matt Enright
  • Questions: Reid Harriss Cooper, Kyle3wynn
  • Question wrangler: KGuNN
  • Topics: programming, prototyping, game jams and teamwork

 

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Day Three

Today's been another exciting day, with a bunch of forward progress in important areas that will put the game into a "playable" state very soon. If all goes well, I'll be attaching test builds to the next update post for everybody to try out! There's some great stuff being shared in the new music thread, and a swath of audio effects have been contributed as well - a perfect fit for today's audio-themed mentor session!
 

In the main repo:

 

In the assets repo:

  • kyle3wynn added some space themed music (#4)
  • KGuNN added a new table layout and new table elements (#5)

 

In the forums:

Thanks to @fragmental @possiblyanidiot @jctwood @lightsoda @kyle3wynn and @KGuNN for their efforts!

 

And of course, the third mentor stream:

  • Guests: Camden Stoddard
  • Questions: lclhstr, lightsoda, kyle3wynn
  • Question wrangler: lightsoda
  • Topics: SFX, music, sound design, being multidisciplinary, looking after yourself, and being nice!

 

On another note, bobsayshilol has had to step back from contributing for reasons external to Pongball - I know he'd prefer to step away quietly, but he's not getting by without a huge thank-you for the work he's put into the project from the pitching phase through to now. Best wishes, and if we don't see you again before the end of Amnesia Fortnight, we look forward to welcoming you back at a later date!

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Day Four

As we hit our first weekend, activities on the assets repo and in the forum has slowed down a little, but some important changes are being pulled into the project, the most significant of which are initial support for multiple tables, and the addition of player controlled paddles.

 

In the main repo:

  • Fragmental has added a table based on KGuNN's models (#28)
  • lightsoda has added initial UI for selecting tables (#28)
  • lightsoda fixed perpetual ball bounce (#29)
  • ehne added a new main menu (#30)
  • jctwood has added single player and support for non-AI players (#31)

 

In the forums:

Thanks to @fragmental @lightsoda @possiblyanidiot @jctwood and @Reid_Harris_Cooper for their efforts!

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Day Five

Today has been another day of tweaking things up and ironing out quirks with table assets and ball behaviour. As we push into the new week, we've got new builds up, and development over the next few days will likely focus on improving the "feel" of ball/paddle/obstacle interaction and brainstorming scoring mechanics.

 

New build:

This release is known as "2017-04-17_0972a81", which is how we be tagg development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include a new local multiplayer mode, player controlled paddles, a new table, a new main menu and a bunch of other enhancements and fixes. See the release notes for more detail and known issues!

 

In the main repo:

  • Cheeseness made the placeholder logo's background transparent (194cec8)
  • Cheeseness fixed splash screen logo aspect ratio (76624f2)
  • lightsoda fixed loading KGuNN's table asset variants (#32)
  • lightsoda fixed a bug with ball movement (#32)
  • Cheeseness added initial source files for the credits scene (#34)
  • ehne has been working on a credits scene (#34)

 

In the assets repo:

  • Cheeseness made the placeholder logo's background transparent (03261be)
  • KGuNN updated his table assets to adhere to new naming conventions (#6)

 

In the forums:

  • jctwood shared a video of a bug that occurred while adding single player in the Screenshots & videos thread
    cz0uIsf.thumb.gif.db502ecf69781f9917ca639ab2a5078c.gif
  • lightsoda shared a video showing KGuNN's table, ehne's main menu and jctwood/bobsayshilol/lightsoda's work on game setup menus and controllable paddles in the Screenshots & videos thread
  • KGuNN shared a concept animation illustrating proposed rotational paddle gameplay in the FAQ thread
    paddleRotate.gif.fe6f12d978ef7ffca689528b60f5b040.gif.2ad662bf50896417bccffd5fe751ff64.gif

Thanks to @lightsoda @possiblyanidiot @KGuNN @jctwood @bobsayshilol and @Cheeseness for their efforts!

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Day Six

Today saw some bug fixes, implementation of more content switching, to-be-merged refinements of existing contributions and the return of our mentor streams. Oh, and new builds. Exciting times!

 

New build:

This release is known as "2017-04-18_4d2a6d1", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include fixes for the ball reset button not working in local and online modes (only hosts can reset the ball in online mode) and logo switching functionality (click on the logo in the main menu to see more). See the release notes for more detail and known issues!

 

In the main repo:

  • jctwood fixed the ball reset button for local multiplayer and online hosts (#37)
  • fragmental has been working on improvements to KGuNN's table design (Table3 branch)
  • fragmental has added logo switching to the main menu and implemented rhcooper's logo (#38)
  • fragmental has been working on implementing music and sound effects (SoundManager branch)

 

In the forums:

Thanks to @jctwood @fragmental @KGuNN for their efforts!

 

Today also saw the fourth mentor stream:

  • Guests: Miyuki Richardson
  • Questions: kgunn, jctwood, fragmental
  • Question wrangler: FragmentalStew
  • Topics: animation, concept art and exploring new skills

 

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Day Seven

Today saw the implementation of Pongball's first sounds. There's been more progress toward implementing KGuNN's table assets, and a bit of discussion about the impact that table layouts have on the feel of ball/paddle gameplay.

 

In the main repo:

  • fragmental added initial music implementation featuring kyle3wynn's space themed track (#40)
  • fragmental added initial wall and paddle impact sound effects featuring kyle3wynn's sounds (#40)
  • fragmental added initial UI sound effects featuring kyle3wynn's sounds (#40)
  • fragmental has continued working on refinements to KGuNN's table (#41)

 

On the forums:

Thanks to @fragmental @jctwood @KGuNN @kyle3wynn for their efforts!

 

Last, but not least, the fifth mentor stream:

  • Guests: Jeremy Mitchell
  • Questions: jctwood, Videogame Scrapbook, FragmentalStew, lclhstr
  • Question wrangler: jctwood
  • Topics: VFX, motivating your team, and robots

 

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Day Eight

Today finally saw the merging of fragmental's work on improving KGuNN's table (this had been a difficult one to get integrated - thanks to fragmental for their patience!), and the addition of goals/scoring. With something approaching a proper game loop in place, Pongball is finally "playable". Woohoo!

 

New build:

This release is known as "2017-04-20_e523c3c", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include updates to kgunn's table, music, SFX and goals/scores (scores do not update for clients in online mode). See the release notes for more detail and known issues!

 

In the main repo:

  • jctwood added rollover targets/light pads (#42)
  • VideogameScrapbook added goals and automatic ball respawns (#44)
  • VideogameScrapbook added a basic scoring system (98fb371)
  • lightsoda worked on implementing kednar's "slingshot paddle" (#45)
  • fragmental added an improved version of KGuNN's table (Table02) (#48)

 

In the assets repo:

  • kednar added his "slingshot paddle" (#7)

 

In the forums:

Thanks to @jctwood @VideoGameScrapBook @lightsoda @fragmental and @kednar for their efforts!

 

Finally, we had our sixth mentor stream:

  • Guests: Geoff Soulis
  • Questions: jctwood, kednar, VideogameScrapbook
  • Question wrangler: kednar
  • Topics: Environments, worldbuilding and working with art direction

 

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Day Nine

Today saw the implementation of a new paddle model, a new test table, controllable flippers in Table02, some work on networking, and a lot of discussion about paddle controls. In addition, there are also several new work-in-progress tables. Exciting!

 

New build:

This release is known as "2017-04-21_a801fef", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include a new test table, new paddle model, multiplayer score tracking and controllable flippers. See the release notes for more detail and known issues!

 

In the main repo:

  • jctwood added networked score tracking (#49)
  • lightsoda added kednar's "slingshot paddle" (#45)
  • lightsoda changed Table01 to demonstrate new rollover targets (#45)
  • lightsoda added an "exit to menu" button (#50)
  • Cheeseness added kyle3wynn's updated sound effects (#51)
  • lightsoda added an empty table for testing (#52)
  • fragmental added controllable flippers to Table02 (#53)

 

In the asset repo:

  • kyle3wynn updated their sound effects (#8)

 

In the forums:

Thanks to @jctwood @lightsoda @kyle3wynn @osse101 @fragmental and @Cheeseness for their efforts!

 

Unfortunately, today's mentor stream was cancelled due to gust James Marion being sick. In spite of feeling under the weather, James braved IRC to chat with us about game jams, level design and architecture! You can find a log here.

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Day Ten

As we cruise into Amnesia Fortnight's second weekend, we've seen more activity on tables, player controls and player powers/abilities, with more changes on the horizon!

 

New build:

This release is known as "2017-04-22_54d2516", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include KGuNN's new "Speedster" table, switch controlled gates and player powers. See the release notes for more detail and known issues!

 

In the main repo:

  • KGuNN added a new table, "Speedster" (#54)
  • fragmental added gate and spinner behaviours to the Speester table (#55)
  • osse101 added an initial implementation of three player powers (#56)

 

In the forums:

Thanks to @KGuNN @fragmental @osse101 and @kednar for their efforts!

 

Last, but not least, one last mentor stream for the week:

  • Guests: Kee Chi and Chad Dawson
  • Questions: KGuNN, fragmental, jctwood
  • Question wrangler: KGuNN
  • Topics: Programming, breaking down tasks and handling spare time

 

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Day Eleven

Today saw a lot of work on the audio front and the addition of kednar's robot paddle! For anybody who's keen, there's a contributor catch up happening today/tomorrow to work out what we're aiming to accomplish within the last days of AF.

 

New builds (updated!):

This release is known as "2017-04-23_abf23af", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include audio options, new sound effects and a new paddle (assigned automatically). See the release notes for more detail and known issues!

 

In the main repo:

  • fragmental fixed panel views for credits and options menus (#58)
  • fragmental added sounds from lclhstr and kyle3wynn (#58)
  • fragmental added volume controls to the options menu (#58)
  • fragmental added paddle sound selection to the options menu (#58)
  • lightsoda added kednar's robot paddle (#59)
  • ehne worked on the credits screen
  • Cheeseness worked on code for parsing the credits files

 

In the assets repo:

  • kednar added a new "bulge" table (#10)
  • kyle3wynn added new sounds for rollover targets (#11)
  • kyle3wynn added new sounds for bumper collisions and powers (#12)
  • kyle3wynn added a new music track, Boots and Cats (#13)

 

In the forums:

Thanks to @fragmental @kyle3wynn @lclhstr @possiblyanidiot @lightsoda @kednar and @Cheeseness for their efforts!

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Day Twelve

Today was a day of testing and refinement of networking and game feel, spurred on by the contributor catchup session organised by fragmental. A great start on the final stretch of Amnesia Fortnight!

 

New build:

This release is known as "2017-04-24_1253b4c", which is how we be tag development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include improvements to powers (press space to activate), ball behaviour fixes, improved volume controls and fixes for online mode behaviour. See the release notes for details and known issues!

 

In the main repo:

  • jctwood changed table/asset selection in online mode to only be configurable by the host (#64)
  • lightsoda fixed some unpredictable ball behaviour (#68)
  • osse101 updated powers to be synced in online mode (#69)
  • fragmental made volume controls persistent across restarts (#70)
  • fragmental added some fixes for errors on ball restart in online mode (#74)
  • jctwood added debug output for network latency (#75)

 

In the assets repo

  • lightsoda added a new song, A Pong of Balls (#15 )
  • kyle3wynn added sounds for goals (#16)
  • kednar added more animations for the robot paddle (#17)

 

In the forums:

Thanks to @jctwood @lightsoda @osse101 @fragmental @kyle3wynn and @kednar for their efforts!

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Day Thirteen

Today saw Pongball's busiest day yet, with more active contributors and contributions than any previous day! A lot of focus was on improving and refining existing functionality, but we also got a new credits screen so that our lovely contributors can be recognised!

 

New build:

This release is known as "2017-04-25_f9838f0", which is how we be tagging development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include camera fixes, network improvements, physics improvements, a credits screen, an about screen, an start-of-round countdown timer and a stack of misc bug fixes. See the release notes for details and known issues!

 

In the main repo:

  • lightsoda fixed table sides going out of camera view (#76)
  • jctwood worked on adding network synchronisation to obstacles (#80)
  • fierydrake added a start-of-round countdown timer (#82)
  • fierydrake adjusted some ball physics (#82)
  • Cheeseness added a credits panel to the main menu (#84)
  • Cheeseness added an about panel to the main menu (#84)
  • osse101 fixed a bunch of misc bugs (#85)
  • fragmental worked on supporting multiple local players (#86)
  • osse101 worked on bringing in kednar's coloured variants of the robot paddle (#87)

 

In the assets repo:

  • kednar added an updated version of the bulge table (#18 #20)
  • kednar added a cloud model for the obscure power (#18)
  • reidhcooper added a new logo design (#19)
  • kyle3wynn added sounds for power acitvation, power ready and spinner collision (#21)

 

In the forums:

Big thanks to @lightsoda @jctwood @fierydrake @osse101 @fragmental @kednar @Reid_Harris_Cooper @kyle3wynn @KGuNN and @Cheeseness for their efforts!

 

And, of course, a mentor stream:

  • Guests: Paul O'Rouke
  • Questions: Reid Harris Cooper, kyle3wynn, jctwood, FragmentalStew
  • Question wrangler: jctwood

 

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Day Fourteen

Today was the last day of Amnesia Fortnight, and wowsers what a day! A bunch of really significant changes have come in that make today's build well worth checking out \o/

 

New build:

This release is affectionately known as "2017-04-26_c10ab24", which is how we be tagging development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds include paddle improvements, table improvements, UI improvements, scoring improvements, network improvements and a bunch of bug fixes! See the release notes for more details and known issues.

 

In the main repo:

  • osse101 added random paddle selection (#87)
  • kednar added new materials to Table02 (#88)
  • lightsoda added some of KGuNN's changes to the Speedster table (#89)
  • fragmental added support for multiple local players (#91)
  • osse101 fixed paddle animations not being synced across the network (#93)
  • Cheeseness updated the scoring system so that bumper and rollover targets increase goal value until a goal is scored (#94)
  • Cheeseness expanded the distance that the paddle can travel (#100)
  • osse101 fixed paddle drift after taking control of a paddle from the AI (#101)
  • Cheeseness added KGuNN's material changes to the Speedster table (#102)
  • Cheeseness fixed silent wall collisions in the Speedster table (#102)
  • osse101 added UI indicators for players' current powers (#103)
  • Cheeseness changed paddle colliders to be curved (#105)
  • Cheeseness adjusted paddle scaling and position to be consistent across all paddles (#109)
  • kednar worked on adding his Bulge table (#108)
  • Cheeseness updated the credits with details of third party code (#112)
  • jctwood refactored network setup code (#110)
  • fragmental added a new game setup UI (#110)
  • osse101 implemented sounds for spinners, buttons  and powers (#111)
  • Cheeseness added reidhcooper's second logo (3394801)
  • jctwood fixed a bug with the new paddle colliders in online mode (#114)

 

In the assets repo:

  • kyle3wynn added button sounds (#22)
  • KGuNN added new materials for the Speedster table (#23)

 

In the forums:

  • kednar has been working on assembling a team photo in the Team photo! thread
    teamphoto_WIP.jpg.27f5df555f23ac2555a3443235f4f870.thumb.jpg.7b71aee0ec37691157b23c5969522b03.jpg
  • Cheeseness shared a screenshot of KGuNN's Speedster table updates in the Art assets thread
    speedster2.thumb.png.5f88bd7946dfb602728a3a4f185b579c.png
  • fragmental shared some work-in-progress shots of the new game setup UI in the Concept art thread
    game_setup_ui.thumb.png.29f375ef7073914fc3af852480f8b838.png

Thanks to @osse101 @kednar @lightsoda @fragmental @jctwood @kyle3wynn @KGuNN and @Cheeseness for their efforts!

 

And surprise, a mentor stream:

  • Guests: Anna Kipnis
  • Questions: FragmentalStew, Milan, kyle3wynn, jctwood
  • Question wrangler: jctwood
  • Topics: releasing games, building on prototypes and community activities

 

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Day Fifteen

Amnesia Fortnight is over, but the contributions have continued coming in! Lots of valuable polish and refinement today! Things are still moving pretty quickly, so new builds will be forthcoming tomorrow.

 

New build:

This release is affectionately known as "2017-04-27_8b8fb3f", which is how we be tagging development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds feature improved controls, a new table, ball handling and behaviour improvements, new music tracks, and improved powers. See the release notes for more details and known issues!

 

In the main repo:

  • kednar added a new table, Table_kednar (#108)
  • VideogameScrapbook added a controls instructions prompt (#119)
  • lightsoda added a win state (#121)
  • lightsoda adjusted default table and paddles (#120)
  • lightsoda added kednar's obscuration power cloud model and made the obstruction power look like a block of ice (#120)
  • lightsoda increased ball velocity (#120)
  • KGuNN added more revisions to the Speedster table (#126)
  • lightsoda and Cheeseness worked on revised controls (#129)
  • rheberling updated the score requirement for winning (#130)
  • Cheeseness fixed auto camera zooming on Speedster and Table_kednar (#132)
  • osse101 fixed the obstruction power (#133)
  • Cheeseness updated contributor credits and fixed a credits parser bug (#134)
  • Cheeseness added Mythalore's Pongball logo (#134)
  • Cheeseness added a placeholder game icon (#134)
  • Cheeseness adjusted the ball spawn position in Speedster (#135)
  • Cheeseness fixed assets missing with some variants (#136)
  • Mythalore updated the main menu (#137)
  • Mythalore updated the main menu logo to automatically change after 10 seconds (#137)
  • Fragmental implemented music from lightsoda, kyle3wynn and Jenni (#140)

 

In the assets repo:

 

In the forums:

Thanks to @kednar @VideoGameScrapBook @lightsoda @KGuNN @rheberling @osse101 @Mythalore @fragmental @Jenni and @Cheeseness for their efforts!

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v0.1.0

In preparation for Pongball's inclusion in the Amnesia Fortnight Humble downloads, contributors have continued working on nailing down bugs. From here on out, future update posts will be made when enough changes have been contributed to justify a new release.

 

New build:

This release is affectionately known as "0.1.0_e1a81bd", which is how we be tagging development builds moving forward (that's the release version followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!)

These builds feature improved paddle controls, another new logo and many, many bug fixes and tweaks. See the release notes for more details and known issues!

 

In the main repo:

  • lightsoda fixed the game freezing if player 1 won the match (#141)
  • lightsoda fixed gamepad controls in single player offline mode (#144)
  • fragmental fixed music tracks ending early (#152)
  • Cheeseness added default button focus (#161)
  • osse101 fixed paddle drift/inertia with keyboard controls (#157)
  • osse101 changed obstruct power behaviour (#159)
  • Cheeseness added buttons to the about screen (#162)
  • osse101 added network sync to Speedster map obstacles (#166)
  • Cheeseness updated win text (#168)
  • Cheeseness fixed scores not displaying on networked clients (#168)
  • osse101 fixed win screen and countdowns not displaying on networked clients (#168)
  • osse101 fixed a networked paddles rubberbanding (#169)
  • Cheeseness fixed the ball bouncing over bumpers in Bumpout (#170)
  • Cheeseness added KGuNN45's new logo (#171)
  • lightsoda relocated the ball spawn point in Speedster (#173)
  • Cheeseness updated the readme (#174)
  • bobsayshilol fixed the cancel button when joining a networked game (#175)
  • lightsoda added obstacle reset functionality to offline and online games (#177)
  • bobsayshilol enabled vsync for lower quality settings (#178)
  • Cheeseness moved logo implementation instructions to the Menu Logos wiki page
  • Cheeseness updated the press/artwork/screenshots wiki page

In the assets repo:

  • KGuNN added a new logo (#26)

 

In the forums:

Thanks to @lightsoda @fragmental @osse101 @bobsayshilol @KGuNN and @Cheeseness for their efforts!

 

Here's what two-and-a-bit weeks' worth of community development look like!

 

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