The mystery of the missing TitleBar

posted in: Unity | 6

Happy Tuesday!  It’s been a couple weeks, so here’s a new alpha build for you.  This might end up being the last of these testing builds with a significant list of changes…a lot of the remaining stuff is the “top secret” part of the game that I’m not going to show until release day.  Maybe I’m wrong, though, and there’s still a shitload of things to fix up.  Time will tell!

 

Downloads:

Windows

Windows (64 bit)

Mac

Linux

Web

 

And if you’re the curious type, here’s the full list of changes:

 

Noteworthy features

– Added “object is about to be eaten” effect for clarity

  • Effect is disabled when rendering in VertexLit mode (lowest lighting quality setting)

– Implemented wall decorations

– Secret things that can’t be shown yet

 

Bug fixes

– Fixed a bug causing certain furniture to become invisible when eating something else

– Fixed a bug causing Stun traps to occasionally pick invalid targets

– Fixed a bug causing Sprint timers to remains visible after player death

– Fixed bug causing exterior walls to be invisible at certain (incorrect) times

– Fixed bug causing player lights to remain visible after losing

– Fixed bug that caused an unlock to trigger a level later than intended

– Fixed bug that allowed enemies to teleport items into Blocks

– Fixed bug causing sentries to teleport items less than intended

– Fixed bug causing buildings to be labeled incorrectly during Intermission

– Fixed some bugs regarding secret things that can’t be shown yet

 

Minor changes

– Backs of desks are slightly thicker (fixes clipping problem)

– Furniture tutorial triggers when close to first furniture, not touching it

– Lasers can no longer change direction after key is taken

– Trapped sentries rotate in place

– First level including sentries is forced to only spawn one

– Spotlight with no room to spawn reverts to two lasers (instead of a sentry…d’oh)

– New carpet and tiled floor textures

– Adjusted Little Bird’s intro monologue slightly

– Permawalls use nicer furniture shader instead of default Specular

– Elevator lights flicker with player/food meter

– Dialed down difficulty of later Campaign levels

– Made sure that only one gadget box spawns at a time until one has been taken

– Swapped unlock positions of Easy Wall and Hard Laser (wall comes first now)

– Eating is blocked until furniture tutorial is shown

  • Also means crouch must be learned first

– Easy Lasers are still green for high beams, but blue for low

– Main Menu’s “Story Entries” button doesn’t show up until one is found

– Improved some secret things that can’t be shown yet

6 Responses

  1. Great update 2darray! Glad to know many bugs have been cleared, especially the building name bug. Is there any chance of telling a release date? I’ve been playing this new version and I couldn’t first get adjusted to the object_is_about_to_be_eaten effect but I guess I’ll get used to it. And I’ve noticed the animation/lighting effect when getting shot has been polished a lot too. I really love the feel of the game playing it more and more and ofcourse it get’s more challening everytime I unlock something. I think I’ve reached where it gave me “Spawn gun” or something like that. Anyways, great work and good luck!

  2. Unlocked Challenge levels upto 18, the tagger challenge and loving it so far. Now having a bug. Everytime I die, unless I complete the status bar and unlock something, the game does not go back to the main menu. It just freezes on the ivory plain screen. I had to Alt+f4 every single time to exit out of it. The problem never occured if I completed the status bar.

  3. OMG I love you 😀 Just completed the Campaign mode and you know what! I’m having LOADS of fun playing the custom mode. Setting density to 95% and Size to 50×50 xD Can’t wait for the actual version! Amazing job 2darray.

  4. Still not sure when the game will release, but we’re getting close now!

    I haven’t seen that problem with the progress bar screen – hitting the Eat button should still return you to the menu, but it’s missing a prompt to say so at the moment (there’s one in the Level Up window, so players generally tap again it when nothing new happens).

    Glad you like the custom levels!

    The interface to pick items and enemies is still a placeholder, but there’s the two text boxes and in each of them you can put in letters to represent each entity you want to spawn. Here’s the key:

    (Enemies)
    Sentry – S
    Two Lasers – L
    Floor – F
    Wall – W
    Spotlight – O
    Bomb – B

    The default set, “SSL,” means two Sentries and two Laser traps. Right now there’s no way to pick between Normal and Terrible versions of traps, so instead there’s just a 50/50 chance for each thing that gets spawned.

    (Items)
    Invisible – i
    Sprint – s
    Blocks – b
    Teleport – t
    Dig – d
    Stun – x
    Freebie – f
    Quickcharge – q
    Armor – a
    Random item – r

    The default is two random boxes. For applicable items, lower case letters give the normal version, and capital letters give the Plus version instead.

    Happy sneaking!

  5. Oh alright! That’s a lot of information. I never knew what the ssl was so now I’ll give it a try. :)

  6. […] omdat ik een hele vroege versie van de game heb mogen spelen. Deze kun jij ook downloaden en wel hier. Nog nog deze maand zal Not the Robots op Steam verschijnen – […]

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