v0.5.1 - Whole bunch of bugfixes and responses to your feedback

It's update time!

ROLLED OUT VERSION [0.5.1]

Patch 0.5.1 is mostly focused around responding to player feedback regarding some stages, fixing some options, and correcting some of the more obvious bugs. Your best scores are now saved, and menu music has been added! We also fixed a couple of crashes, did a couple of things that may help increase performance, and even changed how your times are displayed. Please continue to provide feedback and bug reports through the Discord, email and GitLab!

  • Uses stage config v0.3.0
  • Uses course config v0.1.0

Added

  • VSync is now a toggle in the options menu
  • When playing a course in arcade mode, the UI now shows what stage number you’re on
  • Selected worlds/courses are now highlighted when browsing the practise/arcade browser UIs
  • When stage config parsing fails, you now get a message dialog explaining why
  • Added a toggle to disable wormhole see-through - may be useful on low-end machines
  • Added “Are you sure?” dialog when trying to exit out of gameplay
  • Added in-game log for indexing/stage errors (Hit F4 to toggle between hidden, errors-only, and all messages - hit F5 to clear)
  • Best course scores are now saved
  • Added menu music - it’s the Tranquility music for now
  • Fallout volumes are now functional

Changed

  • The framerate cap slider in the options menu now goes up to 240 (up from 120), beyond that makes the framerate unlimited

  • The default framerate cap has been changed from unlimited to 120

  • The coin count in the game HUD now uses at least 2 digits, to line up with how the life counter uses at least 2 as well

  • Improved lighting in Desolation

  • Tranquility BG shrunk dramatically

  • Ice Cave BG shrunk dramatically

  • Changed layout of the following stages:

    • Sticky Floors
    • Conveyor Belts
    • You Will Love This Level
    • Carved Tube
    • Seesaws
    • Springs
    • Tunnel Fall
    • Back & Forth
    • Get Over It
    • Tiltstacles
    • Icy Bridge
    • Wire To You
    • Landscaping
    • Canister
    • Planeswalking
    • Turning Wire
    • Squiggly
    • Touch Activation
    • Pattern
    • Watch Your Step
    • Funnel Cake
    • Flower
    • Crescents
    • Skate Tricks
    • Interwoven
    • What Goes Up
    • Walkways
    • Branches
    • Levels
    • Teacups
    • Swervy Pistons
    • Hourglasses
    • Beholden
    • Centripetal Jumps
  • Changed cycle in the following stages:

    • Jumpy Options
    • Fling Rings
    • Archway
    • Peek-a-boo
    • Not-So-Quicksand
    • Sunken Wire
  • Reduced wind strength in the following stages:

    • Crosswind
    • The Cure
  • Made latter two seesaws in “Foursquare” a little less aggressive

  • “Snake” renamed to “Wavelength”

  • “Link” renamed to “Basics”

  • “Conveyer Belts” renamed to “Conveyor Belts”

  • “Icey Bridge” renamed to “Icy Bridge”

  • “What The Hell Do I Name This Thing” renamed to “Decomposition”

  • “Quicksand” renamed to “Not-So-Quicksand”

  • “Punched” renamed to “Swervy Pistons”

  • The “Course complete!” dialog now shows milliseconds to 3 decimal places, instead of 2

  • Times in the UI are now formatted like 00h 00m 00s 000ms, instead of 00:00:00.000

Fixed

  • You can now unlimit the framerate again from the options menu if you change it from the default
  • Fixed crash if there was no audio device to output music to
  • Fixed bug where input was occasionally ignored for a frame after the timer started
  • Fixed some randomized announcer lines never playing
  • Ticking is now paused when loading in world backgrounds - this should help with spin-in cutscenes appearing to start halfway through their animation on weaker machines
  • Fixed geometry hole in “Crescent”
  • Fixed geometry hole in “Decomposition”
  • Fixed random erronous gravity flips in “Inverse”
  • Fixed missing touch platform material animations in most touch platform stages
  • Fixed broken animation in “Roiling”
  • Fixed missing goals in “Destruction”
  • Fixed flipped wormholes in “Planeswalking”
  • Fixed flipped wormhole in “The Cure”
  • Fixed crashes in “Scoopers”, “Tracks”, and “Blades”
  • Fixed missing stage previews
  • The game icon is now the Rolled Out! icon, instead of the Unreal Engine one
  • Input button states are now cleared during loading sequences - no more holding W before a loading time and having the menus go crazy when it finishes loading
  • Minor sizing tweaks to the arcade menu
  • Fixed various crashes/issues in the arcade mode menu, where it was possible to start a course beyond its end, or try and start a null course
  • If you finish an arcade course but don’t start at the beginning, the run is disqualified and scores are not saved
  • Fixed best times/scores not being saved

v0.5.0.1 hotfix - Increased default strength of controllers

In the 0.5.0 release of the game, controllers that the game could automatically generate bindings for had a ball movement multiplier of 1.0. For many controllers, this meant that diagonal inputs couldn’t be maxed out since you couldn’t simultaneously push 100% right and 100% up, for example.

With 0.5.0.1, this multiplier has been increased to 1.5. Existing saves will have their multiplier bumped up to 1.5 if they started at 1.0, however if you prefer, this can be reverted back to 1.0 and the game won’t touch it afterwards.

Full changelogs can always be viewed at https://docs.rolledoutgame.com/changelog/

Dev Blog 34 - No Way Amogus

Howdy! It’s quite late, and I’m quite tired, but I feel an odd sort of energy taking over me. If you’ll recall correctly, I talked about how I’ve been doing some Super Smash Bros. Melee modding in my free time. Well…

geez, that's a lot...

…”some” might be an understatement. It’s basically all I do outside of Rolled Out! work, now. These are all individual animations I’ve completed for a custom character I’m working on. Character animation is a lot of fun!!!

Maybe, after Rolled Out! is done, we’ll make a platform fighter. That’ll be the day…

Anyways, let’s jump into the update.

Read More

Dev Blog 29 - Oops

Sorry about the lateness. I’ve been having some extraordinary personal revelations, among other things. But BitesDev is finally here to bring you the most wonderful news: It’s “Dev Blog 29” !

upy is not amused

I’m rather exhausted since I just finished my daily exercise routine. (It’s Dance Dance Revolution 1 hour, OK?) So we will just jump right into the update, if that’s alright with you.

Read More

Dev Blog 28 - Get Coin

Once again! It’s the Rolled Out! Development Blog Update! Your host, BitesDev, is here on the scene. Are you excited? You should be. You will be.

Today, we’re going to be talking about *”Coin”* and *”Hole”*. But before we move onto that, we have to talk about the HUGE news that has been taking the gaming scene by storm. The news everybody is talking about. It was revealed so recently, haven’t you heard about it? Who knew a game that began with its roots in the indie game scene could have made it so far…

That’s right. Rivals of Aether Definitive Edition has released. Please, go check it out!!! This game is awesome, and it deserves so much love for being an amazingly original and standout title within the platform fighter genre. It’s even on Switch! There’s no excuse not to play it!

Huh? You thought I was referring to that new Smash Bros. character? I don’t even know what the hell you’re talking about.

Anyways, let’s jump right into the update.

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Dev Blog 27 - Crying In The Club Right Now

Hello to all! BitesDev here. It’s my birthday soon! You had better get me a really nice gift. I’m going to be turning 23! Or 24…? I’m not even that old yet, but I’m already having trouble remembering the exact age. When I’m in my 60s, I’ll probably be going around telling people I’m hundreds of years old.

Speaking of birthdays… did you know that it’s the 5th anniversary of UNDERTALE’s release? Go play it if you haven’t, yet! It’s a huge source of inspiration for me as a writer, as well as my sense of humor. I basically spent the last 12 hours reminiscing over all of my old UNDERTALE fan art with friends… listening to the concert… We all sat in a voice chat and cried for 3 hours straight, essentially.

Indie games are so cool.

Also, unrelated, but I keep accidentally uploading the blog posts with the wrong number and then fixing it immediately, because for some reason, my local folder structure has lost a number somewhere.

oops

What a bother…

Anyways, let’s jump into the update!

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