Monthly Featured Community Planetoid in Release Update FIVE
right inside the game's Asteroid Belt map! You can now subscribe to, and vote up and down on these Workshop scenes, from the in-game menu. When the author of one of these subscribed-to scenes updates them, they will automatically get pushed to your game, and indicate that they're refreshed. We're kicking off the end of May here with filipex2000's brutal zombie-bashing minigame, which will cycle to something else at the beginning of each coming month! NOTE: If you get one of these messages when launching the game now, don't be alarmed! It just means there's a log file from a previous crash that we would love to take a look at. The game should load fine after you click through this message box:
[ 2018-05-25 17:45:10 CET ] [ Original post ]
Yet another update with a HUEG list of new features, improvements, and fixes - check them out below! Especially if the game used to crash on you at start or later, a big update to the GUI middleware we're using should clear many of these issues up (they completely replaced the memory handling system).
Now, monthly, we are automatically featuring a Contributor Community-created Planetoid
right inside the game's Asteroid Belt map! You can now subscribe to, and vote up and down on these Workshop scenes, from the in-game menu. When the author of one of these subscribed-to scenes updates them, they will automatically get pushed to your game, and indicate that they're refreshed. We're kicking off the end of May here with filipex2000's brutal zombie-bashing minigame, which will cycle to something else at the beginning of each coming month! NOTE: If you get one of these messages when launching the game now, don't be alarmed! It just means there's a log file from a previous crash that we would love to take a look at. The game should load fine after you click through this message box:
Most notable updates this time around:
- Featured monthly Planetoids will start appearing in your asteroid belt
- Many if not most of those previous random crashes should be gone now due to updated GUI middleware
- Automatic error reporting which will aide us in fixing the crashes and problems some of you reported
- Working component system to build your own vehicles (more on that later)
- Lots of new reactor blueprints for scene makers
Full changelog:
- Added one more featured planetoid
- Added save slots: offline and networked
- More-robust "special" styling of vote buttons
- Added way to fade appropriate button when already-upvoted/downvoted
- Vote buttons are square
- Todd's updates on editor tool tips
- Fixed AB with nil check
- Got back Blank Planetoid instead of my net-test version
- Switched OFF network shortcuts in release config
- Fixed determinism bug with GetApproxPos
- Determinism test buffer corruption check
- Log update and bug fix on net game
- Made all new code in network thread-safe
- Easier connecting and creating net game on one or two computers
- Net test small update
- Net update - waiting for clients to finish loading
- Net game testing updates
- AB reacts to auto DL setting
- Fixed lines in the way when unlocking new ptoid ,added shakes
- Added simple camera.shake()
- Fixed AB errors without steam, added warning if steam isnt running
- Blank Planetoid net version test
- Server UDP discovery test
- Added functions to start / stop client / server and bound them to shortcuts
- Net frame update fix and Client time catch up
- Updates on net game and bp menu handling
- Polished ui in ab
- Polished unlock hints
- Added optional gravityPoint arg to fade around to math.fadePosition()
- Made AB spark travel much smoother
- Fixed ui lines wrong for one frame
- Fixed lines appearing for one frame when starting scene in AB
- AB: tweaked spark pos and size depending on zoom to be always well visible
- AB: showing which planetoids get unlocked by completing, cleaned up some code
- Added measuring of network ping and game delay between computers
- Applied lua syntax and other errors catching also to LuaMan::RunScript()
- Matched TO colors with fog of war in AB map
- Made lua syntax error and other errors appear in lua errors window
- Adjusted AB TO color to match fog of war
- Adding scene to RemovedScenes immediately on Unsubscribe call
- Fixed and polished fading to game and back to menu
- Removed debug warning and some old TODO MIRO comments
- Removed debug line to create crash
- Fixed MagnetizeMOs caused crash in AB map when PS with explosion was used
- Fading into game remembers zoom in AB, then fades back to menu to that zoom value, clamped to 0.3 .. 2.0
- Fixed some scenes disappearing from AB
- Forgotten file
- Added temp warning for miro about workshop info not found
- Updated dofile
- Fixed AB error when steam not running
- Saving disabled if playing networked for now
- Using Lua dofile instead of dostring, for the debug info file name. switched back ON the game saving
- Added missing button press sounds to some buttons
- Fixed some wrong PS effects in AB
- Added PS effect when unsubbing
- Fixed AB UI not updated when subbing/unsubbing
- Can zoom select into any AB ptoid
- Removed debug measure disabling AB intro sequence
- Modified subscribed or not correctly identified [removed] modal for unsub
- Added subscribe button and logic to show that, the unsub/up/down buttons or nothing appropriately + calling the passed onsub callback as well
- Replaced GetHumanController() in some places
- Updating net game input flow
- Fixed lua err in analytics
- Added util.getPrimaryPlayingPioneer/controller() and replaced getHumanController() in some places with it
- Disabled analytics when playing networked for now
- Fixed zooming to and from AB due to menu min zoom change
- Net game input update
- Zooming much closer into selected planetoid in ab
- Updating input flow of network game
- Changed min zoom for menu and game
- Fixed lua err when clicking deleted scene
- Fixed download progress to 1 when item added
- Ps eff when resubbing scene
- Fixed downloaded state of workshop item
- Polished subbing/unsubbing
- Can resub deleted scenes in AB by clicking them
- Ab_ui calls funcs in ab for sub/unsub
- Fixed refreshing scenes list and auto downloaded location after unsubscribe
- Print() shows empty strings as "" instead of nothing
- Featured scenes are handeled by wsID everywhere to avoid problems
- Fixed featured scene would not be found if subbed already
- Short floaty texts stay up a little longer
- Added do_steam_subscribe() to ab ui for maxk
- Utf8 fixed StringFunc::Narrow and StringFunc::Widen used too small buffer up to 256 chars, what caused crash
- Added and bound c2d:GetWorkshopBlueprintInfoByID and GetWorkshopSceneInfoByID
- Added pio target to resp station
- Fixed slow particles still destroying pios gun
- Showing rating of workshop planetoids
- Removed some debug stuff
- Added workshop button functionality
- Added name to workshop ID temp funcs
- Added steam unsub/upvote/downvote buttons to asteroid belt
- Updated MakeHoleAtLocalPoint returning pos of triangle
- Added requested feature mo: MakeHoleAtLocalPoint and MakeHoleAtWorldPoint
- Added and bound to lua c2d:IsPlayingNetworked
- Fixed Lua err in AB
- Added util.getAllBrokenOffMOs
- Drone flashes before explode
- Fixed showing planetoid pic in menu when that scene is from other than main library, also temp-fixed loading that pic for planet that has '(Featured)' added in the name
- Fixed planet picture was not showing up in menu due to utf8 change
- Fixed showing standard pio texture in editor due to utf8 change
- Temp workaround for IO setting things inactive that should stay active
- Added setting to add assembly trigger to clean up dead stuff
- Added save.getSavingDisabled()
- Respawn station doesn't say game saved if saving disabled
- Updated list of featured planetoids
- Add assembly reactor can set position targets by assembly too
- Finished error handling and sending to server, even when nothing is yet initialized
- More details for exceptions handling, updated Debug Configuration with /bigobj
- Fixed coherent resource reader issue
- Set working directory by exe path on engine init
- Coherent resource reading test
- Utf8 fix opening blueprint Lua file with ZBS
- Added reactor score counter
- Removed testing forced error
- Fixed copying error logs
- Set all projects to catch more error exceptions, to log them
- Added Error logs sending, more errors catching. updated network to auto-close window when one is disconnected from net test
- Fixed resource filler and added on/off target
- Lots of progress on base defendoid
- Removed print
- Added team tag option to assembly spawner
- Added reactor set active
- Bot spot: nerfed, can use its jetpack when picked up
- Fixed lua err in bot spot
- Added setting to not loop to sequence trigger
- Added reactor trigger for each player
- Added reactor trigger
- Fixed featured scene not working when scene wasnt downloaded yet
- First version of code free defendoid
- Fixed showing lua src in error
- Fixed ZORder of the two lcd panels
- Fixed add assembly trigger going inactive an not triggering on assembly death
- Added fail scene trigger
- Added on destroyed to power core
- Added reactor no flash
- Added warning about weird bug that can happen in AB
- Polished code for converting strings to lower and upper case
- Utf8 fixed editor images loading when in other than 'Textures/' path. also some cleanup in EditWindow class
- Utf8 fix on Drag and Drop
- Fixed wrong triggering lcd timer
- Added reactor sequence
- Added on target death trigger to add assembly reactor
- Added trigger limit to trigger repeatedly
- Fixed that weird camera bug on defendoid start
- Added reactor add assembly
- Added triggers to lcd panel
- Fixed lua err in pio
- Http class (post/get) based on curl library
- Updates on net game input handling
- Marked problems for miro in act_asteroid_belt
- Fixed some weirdness in asteroid belt when steam not running
- Todd's updates on Editor tool tips
- Updates on net game controllers input handling and sending
- pioneer shop deals better with auto DLs turned off, removed global from shop manager
- Fixed featured not always highlighted
- Added a little more info on featured ptoid and showing in panel too
- Simplified some asteroid belt code
- Lua error shows locals and upvals when error happens in C func too
- Added missing light to featured ptoids
- If not featured scene given using most recent well rated
- Fixed lua err when steam not running
- Added featured planetoids to AB
- Set ws min score to 0.5, removed some old code
- Added util.getDateTime()
- Fixed scenes maybe never auto downloading
- Updating controller input to meet network game specs
- Disabled saving in trigger tut
- Disabled analytics for now
- Set disc map to 0.1,0.1,0.1 again
- Eliminated 'OnThisComputer' functions from scripts
- Lighting up entire mount pile of pickup focus
- Removed a print
- Fixed pioneer not entering vehicles sometimes and not choosing closest veh
- Changed GetIsHumanAndPlayingOnThisComputer to GetIsHuman in lua scripts
- Initial work for initializing Controllers for network game
- Removed a print
- Partial fix for entering wrong joints
- Shortenign hud names of component vehicles
- Fixed components unmounting from tools when mounting
- Added frag with some component vehicles
- Fixed lua err in pio
- Added feature to play song that is included in scene as soundset with c2d:PlaySceneSong( sound set name [, fade-out time of current music] )
- Not saving driven vehicle if its component, tagged components Component
- Fixed pioneer not able to enter component vehicles sometimes when he should
- Fixed wheel component mounting wrong
- Removed print from wheel
- pioneer can not pick up things in mount pile of vehicle, caused problems with components
- Minigun component lighter, doesnt eat resources
- Tweaked components, made wheel work with scene fragments
- Switched off net client test on start
- Added Added Constructs and Controllers to determinism checker
- Fix of determinism checker
- Oversized debug packets support for determinism debugger
- More updates on determinism debugger
- More improvements on determinism debugger
- Improving determinism debugger
- Network determinism checker implementation
- Added new button in PS edit to select next PS of the same name
- Added DevFastStart to start pp even faster without preloading things, for dev purposes
- Fixed white border when rendering scene screenshot in transition to menu
- Fixed: Edit PSs collided in world grid and caused weird behavior
- Added help button to sound sets
- Added component seat boosted
- Todd's bunch of updates on editor tool tips
- First Network stuff, minor changes in Renderer
- Added balancer component
- Added thruster component
- Added reactor random pick
- Fixed mount joints on some components
- Fixed seat and wheel component doing crazy physics
- Fixed defendoid not working
- Fixed info terminal closing bubble immediately
- Better feedback for broken pop plant
- Removed debug print from pioneer AIf
- Added weapon blacklist to lms and blacklisted bolt action from all arenas
- Removed tier tag from cold launcher since its not deadly
Planetoid Pioneers
Data Realms
Data Realms, LLC
2018-02-08
Indie Singleplayer Coop
Game News Posts 33
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(349 reviews)
http://www.planetoidpioneers.com
https://store.steampowered.com/app/300260 
The Game includes VR Support
Planetoid Pioneers Linux [398.91 M]
DISCLAIMER: Do NOT buy this special edition UNLESS you want to get your hands dirty in the ongoing development of Planetoid Pioneers, which is inspired by classics such as Blaster Master (‘88), Metroid (‘86), and Exile (‘88). At this point, we are looking for those with a genuine interest in creating and remixing content within the unique Crush2D engine and the modular game structure we have already established.
If you simply want to experience a polished physics-driven game (nothing wrong with that!), feel free to add Planetoid Pioneers to your wishlist and wait until it exits its Early Access period. By that point, it will contain a complete yet expanding action-exploration adventure, hand-built by not only us on the official development team, but also in collaboration with the Contributor Community.
Explore, survive, and ultimately build a resource-intensive spacecraft to escape the dangers and mysterious caves of this circular world. Onto the next uncharted Planetoid for a completely different adventure - built by us or anyone in the Contributor Community!
If you simply want to experience a polished physics-driven game (nothing wrong with that!), feel free to add Planetoid Pioneers to your wishlist and wait until it exits its Early Access period. By that point, it will contain a complete yet expanding action-exploration adventure, hand-built by not only us on the official development team, but also in collaboration with the Contributor Community.
However, if you do choose to purchase the Contributor Edition today, you will:
- Become part of the emerging Contributor Community, where you can collaborate and directly share content with the development team and your fellow contributors.
- Be able to submit your creations for consideration to be integrated into the official shipping game, with your name then appearing in the credits.
- With a single button press, have the ability to publish whatever you make to the free Steam Workshop, for anyone to rate, comment, and subscribe to.
- Be among the first to have your very best Blueprints and Scenes considered for the Curated Item Workshop on Steam - where you would earn money on them!
About the first ‘Primoid’ Planetoid that will initially ship with Planetoid Pioneers:
After your space yacht undergoes an irksome Rapid Unplanned Disassembly, you find yourself marooned on a large Planetoid outside the orbit of Mars. To overcome this interplanetary Robinson Crusoe scenario, you need to use your Atomizer and Assembler tools to gather local resources and turn them into various vehicles, contraptions, and even organic life forms.Explore, survive, and ultimately build a resource-intensive spacecraft to escape the dangers and mysterious caves of this circular world. Onto the next uncharted Planetoid for a completely different adventure - built by us or anyone in the Contributor Community!
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