Full notes
Full Super Mixtape update
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What changed
- Gameplay
- Performance
- Fixes
- Compatibility
Super Mixtape changes
So a fairly smooth initial launch of Super Mixtape, and day 1 of being in Early Access on Steam. So far I have already gained lots of useful feedback. You will see some of these changes over the coming days such as a more natural keyboard layout for none gamepad owners, and potentially a "preview" key that lets you zoom out of the world slightly.
What's new in 0.3.0.1A
Native resolution set to 1176 by 664 - Scaling up worked fine, but scaling down created all sorts of issues, and I had always tested in 1080p. This has now been changed. Scaling from native up at 16:9 works great.
Menu Refinements - The old menu has been refined for this build. The new menu has been delayed as scaling was the highest priority today.
fullscreen support up to 4k - providing you are playing at 16:9, you can now play Super Mixtape up to 4k without the previous issues in v.0.3.0.0A.
House Maintenance - Small level changes, platform and checkpoint positions have been updated. Unwanted prefabs and assets have been removed, will notice a minor reduction in overall file size. Although this update probably negated that.
Ultra Wide Support - Started adding ultra wide support, but needs to be balanced when combined with a potential "preview" key.
Known issues in 0.3.0.1A
Hints - Hints need to be re-positioned since applying a new native resolution and rebuilding some areas.
Main Menu - The main menu highlights your previous selection if you go back and forth between menus without making a selection.
Scaling on the C64 intro - The C64 intro doesn't correctly scale with the screen and creates too large of a black border.
Narrative - Narrative elements are missing, have spelling mistakes, and aren't in correct places for Act 1, 2 and 3. (will be fixed very soon)
Pause Menu - To select an option on pause menu when using keyboard and mouse, you have to use num enter, or space rather than the return key or mouse click.
Controller support - A report of wired Xbox One control inputs not being the same as wireless Xbox One control inputs. This can be configured in the Unity launcher, but I would like to have this working by default.
As always, stay up to date on development over on Trello and on Twitter. Christo
Source
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