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Steam News26 August 201411y ago

Update r31! [rolled back]

We're all going to go to PAX PRIME in Seattle this weekend, where we'll have a HUGE booth where people can play SpeedRunners and where a very special and awesome thing is going to take place that we can't talk about yet

Full notes

Full SpeedRunners update

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What changed

0 fixes1 addition0 changes0 removals
  • Compatibility
addedWe're all going to go to PAX PRIME in Seattle this weekend, where we'll have a HUGE booth where people can play SpeedRunners and where a very special and awesome thing is going to take place that we can't talk about yet, but definitely is going to be AWESOME! Anyway, it's been a while since we did our last major update. Since then, we've released a lot of small updates, that we didn't feel were enough by themselves to mark it as a "new" update. For instance, we've changed the behaviour when landing on slopes a little bit. You now keep your momentum, resulting in high velocities if you do it right. Even though that's quite a game-changer, it was so small of a change that it was still considered as part of r30. Seeing as we're leaving now for a week though, we thought it would be a good idea to try to make sure we did push an update for you all before we left. So, without further ado, here's UPDATE R31! This update adds the first iteration of artwork for the ZOO level (formerly Prototype). We're going to animate some stuff later on, but this should already give you a good idea of what we're aiming for with this level. We've also updated some animations on Buckshot, Gil and 招き猫, most notably the latter's jump animation. We've also updated the Level Editor to be a bit more user-friendly and by popular request we've added a 'no items' option in custom games, amonst many other small things. The full list of changes can be found here . Enjoy! Oh, and don't forget - if you're attending PAX, make sure to drop by our Booth (#6003 on the 6th floor, near the PAX10), especially on Saturday the 30th! [edit] We had to rollback this update due to some unexpected issues, currently r31 is in the beta branch of SpeedRunners which can be activated here:

SpeedRunners changes

addedWe're all going to go to PAX PRIME in Seattle this weekend, where we'll have a HUGE booth where people can play SpeedRunners and where a very special and awesome thing is going to take place that we can't talk about yet, but definitely is going to be AWESOME! Anyway, it's been a while since we did our last major update. Since then, we've released a lot of small updates, that we didn't feel were enough by themselves to mark it as a "new" update. For instance, we've changed the behaviour when landing on slopes a little bit. You now keep your momentum, resulting in high velocities if you do it right. Even though that's quite a game-changer, it was so small of a change that it was still considered as part of r30. Seeing as we're leaving now for a week though, we thought it would be a good idea to try to make sure we did push an update for you all before we left. So, without further ado, here's UPDATE R31! This update adds the first iteration of artwork for the ZOO level (formerly Prototype). We're going to animate some stuff later on, but this should already give you a good idea of what we're aiming for with this level. We've also updated some animations on Buckshot, Gil and 招き猫, most notably the latter's jump animation. We've also updated the Level Editor to be a bit more user-friendly and by popular request we've added a 'no items' option in custom games, amonst many other small things. The full list of changes can be found here . Enjoy! Oh, and don't forget - if you're attending PAX, make sure to drop by our Booth (#6003 on the 6th floor, near the PAX10), especially on Saturday the 30th! [edit] We had to rollback this update due to some unexpected issues, currently r31 is in the beta branch of SpeedRunners which can be activated here:

We're all going to go to PAX PRIME in Seattle this weekend, where we'll have a HUGE booth where people can play SpeedRunners and where a very special and awesome thing is going to take place that we can't talk about yet, but definitely is going to be AWESOME! Anyway, it's been a while since we did our last major update. Since then, we've released a lot of small updates, that we didn't feel were enough by themselves to mark it as a "new" update. For instance, we've changed the behaviour when landing on slopes a little bit. You now keep your momentum, resulting in high velocities if you do it right. Even though that's quite a game-changer, it was so small of a change that it was still considered as part of r30. Seeing as we're leaving now for a week though, we thought it would be a good idea to try to make sure we did push an update for you all before we left. So, without further ado, here's UPDATE R31! This update adds the first iteration of artwork for the ZOO level (formerly Prototype). We're going to animate some stuff later on, but this should already give you a good idea of what we're aiming for with this level. We've also updated some animations on Buckshot, Gil and 招き猫, most notably the latter's jump animation. We've also updated the Level Editor to be a bit more user-friendly and by popular request we've added a 'no items' option in custom games, amonst many other small things. The full list of changes can be found here . Enjoy! Oh, and don't forget - if you're attending PAX, make sure to drop by our Booth (#6003 on the 6th floor, near the PAX10), especially on Saturday the 30th! [edit] We had to rollback this update due to some unexpected issues, currently r31 is in the beta branch of SpeedRunners which can be activated here:

Source

Steam News / 26 August 2014

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