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Steam News22 May 20197y ago

Update 1.6.14 - Many things

Hi, I really wanted to finish the Workshop integration with the season editor but decided to release this update early because of the optimisation listed below.

Full notes

Full Super Lumi Live update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix8 additions6 changes4 removals
  • Workshop
  • Events
  • Maps
  • Gameplay
  • UI and audio
  • Fixes
changedHi, I really wanted to finish the Workshop integration with the season editor but decided to release this update early because of the optimisation listed below. It's a strong candidate for the stuttering issues around screen transitions, especially for larger profiles containing loads of replays.
addedSeason Editor added to the game!The ability to create your own campaigns is now available! The ability to share and play them is not yet available but will be priority number one for the next update.
removedOptimisationThe map and game screen code was littered with SaveProfile functions which saved progress to your drive after each achievement. This worked well for smaller profiles but since giving profiles the ability to store multiple game saves, this will have contributed to the stuttering issues. This was especially true when playing on large profiles that contain a lot of replays. Suffice to say, all profile saving to your drive has been removed. Profile data is now only saved when the game shuts down normally.
changedGameplayThe hitbox for the standard spikes is slightly narrower along the sides. The safe margin was a 1/4 tile on each side but now is 3/8 of a tile. This was initially to prevent edge cases where spikes on a moving platform would kill you if you jumped into the platform from underneath. It can happen in the first S-bend section in 1-2 in you jump into the left wall and into the underneath of the spiked moving platform. It didn't solve this issue but I intended for jumping off edges with spikes to be possible and feel a 1/4 tile is a little too difficult for consistency.
addedGame ProgressionLevel A-Boss has had it's end goal replaced with a final end goal so it will trigger the credits sequence and record your time if you reached a new game clear milestone.
addedGame ProgressionAdded all level clear category to save games and leaderboards. The requirement for this type of campaign clear is to reach the end goal on all the levels.
default setting2.01.0default setting decreased, nerf

Super Lumi Live changes

changedHi, I really wanted to finish the Workshop integration with the season editor but decided to release this update early because of the optimisation listed below. It's a strong candidate for the stuttering issues around screen transitions, especially for larger profiles containing loads of replays.
addedThe ability to create your own campaigns is now available! The ability to share and play them is not yet available but will be priority number one for the next update.
removedThe map and game screen code was littered with SaveProfile functions which saved progress to your drive after each achievement. This worked well for smaller profiles but since giving profiles the ability to store multiple game saves, this will have contributed to the stuttering issues. This was especially true when playing on large profiles that contain a lot of replays. Suffice to say, all profile saving to your drive has been removed. Profile data is now only saved when the game shuts down normally.
changedThe hitbox for the standard spikes is slightly narrower along the sides. The safe margin was a 1/4 tile on each side but now is 3/8 of a tile. This was initially to prevent edge cases where spikes on a moving platform would kill you if you jumped into the platform from underneath. It can happen in the first S-bend section in 1-2 in you jump into the left wall and into the underneath of the spiked moving platform. It didn't solve this issue but I intended for jumping off edges with spikes to be possible and feel a 1/4 tile is a little too difficult for consistency.
addedLevel A-Boss has had it's end goal replaced with a final end goal so it will trigger the credits sequence and record your time if you reached a new game clear milestone.

Hi, I really wanted to finish the Workshop integration with the season editor but decided to release this update early because of the optimisation listed below. It's a strong candidate for the stuttering issues around screen transitions, especially for larger profiles containing loads of replays.

Season Editor added to the game!

  • The ability to create your own campaigns is now available! The ability to share and play them is not yet available but will be priority number one for the next update.

Optimisation

  • The map and game screen code was littered with SaveProfile functions which saved progress to your drive after each achievement. This worked well for smaller profiles but since giving profiles the ability to store multiple game saves, this will have contributed to the stuttering issues. This was especially true when playing on large profiles that contain a lot of replays. Suffice to say, all profile saving to your drive has been removed. Profile data is now only saved when the game shuts down normally.

Gameplay

  • The hitbox for the standard spikes is slightly narrower along the sides. The safe margin was a 1/4 tile on each side but now is 3/8 of a tile. This was initially to prevent edge cases where spikes on a moving platform would kill you if you jumped into the platform from underneath. It can happen in the first S-bend section in 1-2 in you jump into the left wall and into the underneath of the spiked moving platform. It didn't solve this issue but I intended for jumping off edges with spikes to be possible and feel a 1/4 tile is a little too difficult for consistency.

Game Progression

  • Level A-Boss has had it's end goal replaced with a final end goal so it will trigger the credits sequence and record your time if you reached a new game clear milestone.

  • The final end goal will update your save progress for campaign clear categories one frame AFTER touching it instead of instantly. This allows the current level score to be recorded before checking if you've met category requirements.

  • The final end goal's minimum slow down scale is a bit quicker to not take as long.

  • Added all level clear category to save games and leaderboards. The requirement for this type of campaign clear is to reach the end goal on all the levels.

  • Removed the requirement of collecting perfect aces and silver/gold medals from the 100% clear category to roll them into the 200% category. The requirement for 100% clear is now as follows:

    • Clear all levels with at least a bronze medal (under 10 minutes).

    • Collect all gold and silver tokens from all levels. then

    • Reach the final end goal on 5-X or A-Boss.

  • Added another game clear category called "Gold Clear" for getting a 100% clear and all 3-Star medals.

  • All leaderboards have been completely unlocked and can be accessed at any time.

  • The leaderboard UI is a little wider and milliseconds is shown for all the times.

  • Here are all the game clear categories in order:

    • Cleared - Clear the final level.

    • All Levels - Clear all the levels.

    • 100% - Grab all tokens and 1-Star medals.

    • Gold Clear - Get all 3-Star medals.

    • 200% - Get everything (Aces and S-Ranks).

  • Each successive category requires attaining all the previous ones.

  • The percentage cleared value on a campaign save has been adjusted to reflect the above changes. These are the new weights:

    • 100%

    • 20 | Clear all levels

    • 10 | All under 10 minutes

    • 30 | All gold tokens

    • 40 | All silver tokens

    • 200%

    • 35 | All platinum medals

    • 20 | All gold medals

    • 10 | All silver medals

    • 35 | All perfect aces

  • Platinum medals will now show up once one is achieved or if all the gold medals are achieved, whichever is first.

Level Editor

  • Levels must now be validated before they can be saved as a level set. Season maps can only use level sets.

    • To validate your level, press on the Validate! button so it becomes selected, then press F6 to test your level and reach the end.

    • Return to the editor but take great care to NOT add, delete or change anything in the level otherwise your level will become invalidated.

    • Go to the Targets menu and set up your 3-Star and 2-Star target times.

    • Press on the Save button and be sure to switch on Master Level before saving your level and level set.

    • That's it! Your level set is now ready to use in your Season!

  • Fixed the mouse not be able to reach the right and lower areas when the resolution is set to lower than 1280x720.

  • Added help info for possibly the most important feature of any level editor, pressing F6 to play the bloody level!

  • The escape key can also be used to return to the editor during level testing.

  • Removed help info about rotating objects as the feature was never implemented!

Other

  • Vertical wrap around now works when the top or bottom most element is greyed out and can't be selected.

  • Tidied up the inputs for changing the speed of the game when in replay mode and it can no longer be done during level testing:

    • Holding down - 1 tick every 1.25 seconds (75x slower than normal).

    • Holding up - 10 ticks every 1/60th second (10x faster than normal).

  • Shorten the info text that was chopped off for the fullscreen option in the video settings.

  • Added extra info for the "Show ***" options in the video settings.

  • Changed both the default brightness and contrast settings to +3.

  • Changed the Chrom. Ab. default setting from 2.0 to 1.0.

Thanks for reading, Marios

Source

Steam News / 22 May 2019

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