What changed
1 fix3 additions2 changes0 removals
- Compatibility
- Maps
- UI and audio
- Gameplay
fixedToday is the first day of November. Glad to see there's no snow yet in Canada. Though this period of the year is always kinda sad due to not much outside activities being possible. (Or at least not as much as in Summer or Winter) Anyway! That's not important. It's not like gamers actually go outside anyway. Today I'm here to talk to you about the first real patch for SinaRun! Since release I've been trying my best to read all news and threads on the forums about SinaRun to see the overall reaction to game or to see if there's any problems, feedbacks, issues etc. The feedback and complaints are all pretty similar and pretty much all about smaller details (Controller Support is a small detail to me compared to like 'hey the whole game sucks') so it's kinda nice! Hopefully once these issues are fixed I'll be able to start working on bigger things (Multiplayer overhaul, Unity 5 port, Level Editor etc.) without having to worry too much about the core game having too much problems! I won't show the full patch notes just yet (It's not 100% finished anyway) but here's a few things that are confirmed that I know you guys wanted :
changedPressing CTRL (by default) now allow you to walk (not useful for running obviously. It's intended for map exploration, multiplayer chilling etc.)
addedMovement Changes! Air Acceleration and Sideways Speed are now both higher. This should help players that have problems turning in some maps and allow new creative shortcut on current and future maps
addedLeft Shift can now be rebinded correctly and a Reset button was added to the Input menu! Hopefully this should fix the issues of non-bindable keys (Right Shift is still bugged)
changedSlick Talk has gone through a few visual changes to avoid burning players eyes! I also moved a few platforms to make the first turn easier for beginners while still allowing better players to skip it entirely using the previously discovered shortcuts. Hopefully this lead to less frustration while playing this level as a beginner
addedAnd that's it for now. Obviously there's more changes but they still need to be worked a bit on. Also about that new leve.. Oh! That's all the time we have for today. Sorry! Thanks for taking interest in the game. Preview of the new lighting of Slick Talk. It doesn't show much here but it burn less the eyes while still allowing platforms to be seen clearly. Please note that nothing is final!
SinaRun changes
fixedToday is the first day of November. Glad to see there's no snow yet in Canada. Though this period of the year is always kinda sad due to not much outside activities being possible. (Or at least not as much as in Summer or Winter) Anyway! That's not important. It's not like gamers actually go outside anyway. Today I'm here to talk to you about the first real patch for SinaRun! Since release I've been trying my best to read all news and threads on the forums about SinaRun to see the overall reaction to game or to see if there's any problems, feedbacks, issues etc. The feedback and complaints are all pretty similar and pretty much all about smaller details (Controller Support is a small detail to me compared to like 'hey the whole game sucks') so it's kinda nice! Hopefully once these issues are fixed I'll be able to start working on bigger things (Multiplayer overhaul, Unity 5 port, Level Editor etc.) without having to worry too much about the core game having too much problems! I won't show the full patch notes just yet (It's not 100% finished anyway) but here's a few things that are confirmed that I know you guys wanted :
changedPressing CTRL (by default) now allow you to walk (not useful for running obviously. It's intended for map exploration, multiplayer chilling etc.)
addedMovement Changes! Air Acceleration and Sideways Speed are now both higher. This should help players that have problems turning in some maps and allow new creative shortcut on current and future maps
addedLeft Shift can now be rebinded correctly and a Reset button was added to the Input menu! Hopefully this should fix the issues of non-bindable keys (Right Shift is still bugged)
changedSlick Talk has gone through a few visual changes to avoid burning players eyes! I also moved a few platforms to make the first turn easier for beginners while still allowing better players to skip it entirely using the previously discovered shortcuts. Hopefully this lead to less frustration while playing this level as a beginner
Today is the first day of November. Glad to see there's no snow yet in Canada. Though this period of the year is always kinda sad due to not much outside activities being possible. (Or at least not as much as in Summer or Winter) Anyway! That's not important. It's not like gamers actually go outside anyway. Today I'm here to talk to you about the first real patch for SinaRun! Since release I've been trying my best to read all news and threads on the forums about SinaRun to see the overall reaction to game or to see if there's any problems, feedbacks, issues etc. The feedback and complaints are all pretty similar and pretty much all about smaller details (Controller Support is a small detail to me compared to like 'hey the whole game sucks') so it's kinda nice! Hopefully once these issues are fixed I'll be able to start working on bigger things (Multiplayer overhaul, Unity 5 port, Level Editor etc.) without having to worry too much about the core game having too much problems! I won't show the full patch notes just yet (It's not 100% finished anyway) but here's a few things that are confirmed that I know you guys wanted :
Pressing CTRL (by default) now allow you to walk (not useful for running obviously. It's intended for map exploration, multiplayer chilling etc.)
Movement Changes! Air Acceleration and Sideways Speed are now both higher. This should help players that have problems turning in some maps and allow new creative shortcut on current and future maps
Left Shift can now be rebinded correctly and a Reset button was added to the Input menu! Hopefully this should fix the issues of non-bindable keys (Right Shift is still bugged)
Slick Talk has gone through a few visual changes to avoid burning players eyes! I also moved a few platforms to make the first turn easier for beginners while still allowing better players to skip it entirely using the previously discovered shortcuts. Hopefully this lead to less frustration while playing this level as a beginner
And that's it for now. Obviously there's more changes but they still need to be worked a bit on. Also about that new leve.. Oh! That's all the time we have for today. Sorry! Thanks for taking interest in the game. Preview of the new lighting of Slick Talk. It doesn't show much here but it burn less the eyes while still allowing platforms to be seen clearly. Please note that nothing is final!