Full notes
Full Velocity Noodle update
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What changed
- Fixes
- Gameplay
- Performance
- Balance
- UI and audio
Velocity Noodle changes
How cool is it that it's already been a week? Thank you to everyone that bought, reviewed, did videos, streamed, tweeted etc! We are a nice little noodle club here :) If you haven't joined, there's ONE MORE day to get 10% off, so hurry!
During this week, there have been 4 patches adding features optimized and fixed bugs. More is coming; as promised before, there will also be free content updates with more levels coming very soon.
Engine
Improved how deltaTime is calculated and used. This should fix a lot of micro stutters and random frame drops when executing moves. Player movement should be smoother in general.
Tons of optimization throughout, should improve performance for lower-end PC 10-20%.
Fixed collision mask and death boxes in various levels
Background and obstacle assets are more clear.
Changed backend system for controllers. This should be way more efficient and responsive. Hopefully fixing issues with eaten inputs.
More optimization of redundant code, improving performance
Player
Player hitbox is now smaller when colliding with spikes to avoid damage taken from the sides too early.
Player resets side movement when no keys are pressed even while airdashing
Options
More scaling options, previously it was locked at 3x the window size. Now it goes up to 5.
Dedicated fullscreen options. Previously fullscreen was possible by maximizing game window, now there is a toggle in the Options menu for borderless fullscreen.
Smoothed out camera values to make it more stable, feel free to feedback on this if its better or worse
Added an option to lock camera on player, this removes all LERP and movement, locking the player in the center
You can't bind the same key twice. Note, if you do mess up your controls, either hold P on rebind screen or edit the keybind.ini in the game folder.
Minor
Controller HUD icon should now disappear correctly when skipping dialogue.
Correct sound effect is played on certain booster belts
Debug window was shown during level generation
Removed debug button to instantly beat level
Fixed bug where you couldn't throw sword in levels with no teleport boxes
Fixed bug introduced by last patch that triggered multi-jump when wall jumping
Fixed bug introduced by last patch that didn't restore movement if you restarted a level after you hit the goal
Fixed a bug that spawned your thrown sword too far back resulting in you teleporting to the same teleportation point over and over.
Rare bug where you couldn't finish the level and restart
Thank you everyone and keep the feedback coming :)
Source
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