Update 6 - Planetoid Pioneers, now in Russian!
[ 2018-06-23 18:39:36 CET ] [ Original post ]
Cortex Command, our previous game that Planetoid Pioneers is actually a prequel of, enjoyed a vibrant - and to us surprisingly large - following in Russia. Also here, we have noticed a lot of our Russian friends and fans are paying close attention to Planetoid Pioneers, so we thought we'd start with that wonderful language for one of our first localization efforts!
So, here is build update six, which is kicking off our quest to bring this game to as many people around our planet as possible! As usual, there's a LOT of other good updates and fixes in here, so enjoy!
Most notable updates this time around:
- Russian Translation, almost completely everywhere
- Nicer-looking loading screens
- Printed capsules can be clicked when zooming out to respawn into them
- Fixed black screen on start for users playing offline or with very slow internet
Full changelog:
- Fixed pioneer not respawning in right body when clicking respawn station
- Fixed potential lua error in pioneer
- Fixed lua error not showing locals and upvals if stack is more then 1 function deep in C
- Fixed missing localization in en
- Localized Paused and Unpausing using coherent text layer, removed Engine Settings.xml not using anymore
- Fixed pioneer shop error and weird behavior if pioneer is not there for some reason
- Fixed clean up cleaning pios
- Fixed game switching to menu on game over when editing
- Fixed pioneer shop pioneers selectable on minimap
- Added scene cleanup option to scene setup trigger and added to defendoid for better perf in long games
- Colisum zooms closer in match and on winner, doesn't show next up during fight
- Synced two scenes from PPtest to repo
- Updated 'Restarting' to nice screen with coherent font for localisation
- Fixed PS::SetTrailTexture()
- Got back and aligned loading screen PS
- Including pch_geom.h
- Fixed camera weirdness on unlock
- Fixed coliseum getting stuck
- Fixed AB stuck
- Renamed the planetoid flag string too for consistency
- Settings flag is seperate translation string for special solution in german
- SMall sync with english loc
- Error when saving failed in meta functions
- Fixed AB breaking when no connection to steam
- Small reorganisation of Coherent subclasses
- Orb and chest also open when in vehicle
- Added missing translation in steam and pioneer shop
- Game over: taking longer to zoom out and letting player choose to restart now or zoom out
- Not putting player in veh on load and setting things spawned on load to fly out
- Improved positioning of hud vehicle arrows slightly
- Fixed uneven line lengths in AB, fixed overlap with ptoid
- Fixed scene name localization
- Switched off html shadows for a test
- Added missing vehicle to en.json
- Turned save fail warning into error
- Tweaked game menu background to translucent black
- Steam altar opens workshop only in steam version
- Repaced ApplySubstitution with LocalisedWithSubstitution everywhere
- Added new featured planetoids
- Fixed: allowed to play music when sounds cannot, f.e on first scene frame, when loading engine etc
- Fixed positioning of center label when long
- Start of Coherent Renior OpenGL21Backend
- MP compile option also set to Render in DevRelease and Release
- Update: setting default language on factory reset. adjusted Render project to use more memory for compiling as it failed on that often. also used MP option
- Modified various scripts to use `loc()` to provide example, and re-bound translation.LocalisedWithSubstitution as well
- Added lua function `loc` is global translation shorthand, works with plain string, as well as string and substitution object, substitution table, substitution list, or free substitution arguments.
- Added 2 simpler versions of LocalisedWithSubstitutions for lua "find and replace" solution for mkster
- Added and updated German and Russian translations from the public repo
- Fixed lua error in wrangle
- Fixed lua error in coliseum
- Added missing mine traps to localisation and removed prototype from their name for that
- Fixed lua error in lms
- Added loc strings for primoid metamap markers and flight terminal tool
- Spin lock barrier
- Added, used in code and bound to Lua LocalisedWithSubstitution (just one sub, easy use)
- Fixed wrong string in en.json
- Added missing tank localization to en.json
- Using file author as fallback if steam to slow
- Added missing translation for "ABUI By {AUTHOR}" in english
- Added lua LocalisedWithSubstitutions that accepts a lua table of subs for easier/less typing translation
- Fixed text fade in on second and next loading screen
- Made the two longer lines use smaller font size (13) in loading screen
- Font size 15 for loading screens
- Polish: replaced C2D::Translation with Translation in files
- Updated localization label game mode/ edit mode and build id
- Polished loading screen fading in lag and text fade
- Updated ApplySubstitutionInplace to also translate the string
- Release build X translation fix
- Added release build to loc strings
- Added Zone textures
- Updaed loading screens using coherent and nice backgounds
- Forgotten translation in lms
- Fixed error in coliseum
- Fixed prints invisble when unhiding
- Fixed loot sphere deleting in wrangleoid
- Added missing translations: weapon-, tool-, vehicle popup, missing scenes, lua error
- Forgotten translations in ABUI
- Fixed typo in GetSystemLocaleID
- Modified toggle button for auto download also uses star/no star indicator (like video settings boxes)
- Added both menu and game scene reset on applying locale
- Added settings and planetoid prompt obey translation (cannot adapt to very long strings though)
- Added more localisation support to act_defendoid and act_wrangle
- Added better (utf8-aware) js string conversion for writeToScreen and friends
- Removed Weapon Impulse Rifle
- Todd's updates on PS editor tooltips and labels
- Fixed bug in PS, ScalingRatioSizing was not saved at all
- Fixed BP preview picture in BP editor, updated loading engine screen
- Fixed scene panel not showing localized scene name
- Using localized scene name everywhere
- Committing missed file changed SceneWrap.h
- Added assembly feature OriginID, added and bound scene:GetAssembliesByOriginID() and assembly:GetOriginID()
- Todd's updates on PS editor tool tips and labels
- Fixed determinism bug in AddPSFromMaterialPSLib
- Added Network Game ID to avoid frames from previous game, fixed frames corruption on client, polished network class, fixed mutex using in public functions
- Localization strings for resource bars
- Localization strings: loading screen, pause and other on screen messages
- Update: setting language by system on first start (after language updates)
- Added missing localizables to steam shop
- Fixed lua error in pio
- Respawn stations displays localized area names
- Made primoid areas localizable
- Added wrangle localization strings
- Added localization to last man standing, race and coliseum
- Using tokens where needed in all loc strings now
- Made selecting body to respawn on zoom out work fully
- Added some loc strings for colliseum and lms and renamed some strings
- Forgotten file
- Added loc strings for AB
- Added localization strings to BPs
- Made pioneer and all c2d script stings localizable
- Updated locale with latest from the public repo
- Scene:RespawnController(ctrl, assy) lua bind fix
- Added debug list of added and deleted assemblies to editor / tests, marked problem in bp_loot_sphere.lua
- Updated wrangloid and wrangloid easy with new target capture amounts (less to collect on easy mode, you get the idea pretty quick tbh) - can collect more if you want more loot "for fun" though
- Added contingency to wrangloid activity
- Added wrangloid primitive GUI again to prevent people getting confused (still has in-world LCDs as well)
- Fixed some accidental globals in abui
- Prepared bodies to be selected on minimap for respawn
- Clickables can follow assemblies and can be deleted
- Net game packets checking with SHA and integrity check
- Todd's updates on editor tooltips, mostly Particle System
- Memory overwrite error and assign missing opengl functions
- Added libicu and libWTF required by osx. modified install names of libraries to use @rpath instead of @loader_path
- Properly automated xcodeproj build and added opengl backend for OSX
- Steamworks SDK 1.42
- Fixed steam dev mode init
- Added backwards compatibility for old included BPs with external file
- Compiling without pre-compiled headers on ResourceFileHandler, CoherentUIView and UIViewListener for compatibility across platforms.
- Osx doesn't want the precompiled headers
- Fixed checking steam api init failed
- Create the view.
- Extern in header
- Separate UIViewLIstener and ResourceFileHandler for WIN
- Removed a file
- Coherent gt 2.4.0 building and linking on OSX
- Erny session, added log and switches for parallel loop
- Added effects to determinism check
- Improved determinism check debug, fixed determinism bug in UpdateActiveZones
- Added translation_howto.md for explaining the translation system to translators. rough pass for now, but serviceable.
- Added index.json controlling which locales are present so no recompile needed when adding/testing new locales
- Modified modals reworked after miro feedback on being incompatible with some languages
- Osx linker fixes
- Not a pointer.
- Windows compile fixes.
- Sony Usleep in wrong place.
- Osx compile fixes
- Fixed loading alt URL since utf8 changes made it not work for local urls
- Fix: sending error log immediatelly if any required GL extension not supported on target system
- Improved version of ThreadPool::ParallelFor (less overhead)
- Forgotten c2d package lua file for zbs
- Added check of all GL extensions that we use are present on the system, quitting app with message if found a nil one.
- Fix: filter out auto mount joint in:
- Fixed MO:MakeHoleAtLocalPoint
- Polished workd grid, tried to save terrain to scene file for faster loading but it is too big file then for Primoid
- Updated LuaManDocs
- Fixed resizing Coherent UI
- Fixed loading PS lib and Mat PS lib in editor
- New Coherent 2.4.0.0 implemented
- Incremented build number (!!) Added a bumch of PSs from PPTest
- Fixed stack overflow when recursive tables are displayed for error
- Fixed c2d:GetRatedWorkshopItem()
- Fixed upvals in error not showing table content if table
- Fixed table2string not showing indexes of nested tables
- Added feature EmitOneWithSpecifiedTextureFrame requested by contributor
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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