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Patch 5
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Hi everyone! This is a bug fixing patch, rather than a content patch. Thanks again to Major Melon for bringing these issues to my attention! PATCH NOTES
- Apparently it was possible to bounce the ball out of the cannon during the bonus stage attainment animation. I've put a collider in there that will spawn in once the ball enters the canon, so there should be no way to bounce it out now, short of breaking the physics system.
- It was possible to reset the amount of steam power the player would have on re-entry to the bonus round by getting more steam power during the launch animation. I think this is mostly a problem when you bounce the ball out of the cannon, but it could be a problem with bombs too, so added some code that sets it to the right number during the bonus round results scene.
- Adjusted layer depth of the bomb explosion visual effect. It should no longer be occluded by other game objects.
- There was a bug where if you got more than 99 stickers of a single type (!) the last digit would blink. I've set a display cap of 99 for the sticker frame object. The number of stickers you get will still increment in the associated data file, it's just any number greater than 99 will show up as 99 in the gallery.
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Patch 5
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Hi everyone! This is a bug fixing patch, rather than a content patch. Thanks again to Major Melon for bringing these issues to my attention! PATCH NOTES
- Apparently it was possible to bounce the ball out of the cannon during the bonus stage attainment animation. I've put a collider in there that will spawn in once the ball enters the canon, so there should be no way to bounce it out now, short of breaking the physics system.
- It was possible to reset the amount of steam power the player would have on re-entry to the bonus round by getting more steam power during the launch animation. I think this is mostly a problem when you bounce the ball out of the cannon, but it could be a problem with bombs too, so added some code that sets it to the right number during the bonus round results scene.
- Adjusted layer depth of the bomb explosion visual effect. It should no longer be occluded by other game objects.
- There was a bug where if you got more than 99 stickers of a single type (!) the last digit would blink. I've set a display cap of 99 for the sticker frame object. The number of stickers you get will still increment in the associated data file, it's just any number greater than 99 will show up as 99 in the gallery.
[ 2018-03-09 16:02:45 CET ] [ Original post ]
Super Steampunk Pinball 2D
NCC Moore
Developer
Devonian Interactive
Publisher
2018-01-19
Release
Game News Posts:
31
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Positive
(23 reviews)
The Game includes VR Support
Public Linux Depots:
- Super Steampunk Pinball 2D Linux [544.45 M]
Available DLCs:
- Super Steampunk Pinball 2D - Soundtrack
Witness one ball's quest to defy gravity in this action-packed metaphor for the inevitable entropic decay of the universe. Hit targets and score points, as your predictive faculties are stressed to the limit by elementary chaos theory. Play skilfully, and earn the right to attempt the Infinite Tower of Peril bonus round. Fight your way up an ascending hierarchy you can't possibly complete for the vague promise of materialistic reward.
- Hi-bit sprite graphics.
- Thumpin' chiptune soundtrack featuring the inimitable talents of Steve McRae.
- over 100 unique bonus round mini-stages
- 20 stickers to collect and admire
- Easy, Normal and Hard difficulties
- Pass 'n Play local multiplayer
- Local Highscore table, because pinball.
- Theoretically infinite vertically ascending procedurally generated bonus stage
- Adorable Steampunk aesthetic with correctly meshing gears.
- Ball destruction physics
- Support for Keyboard and Controller
- >30 targets
- 2 flippers
- 1 ball
- ∞ fun
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: CPU: SSE2 instruction set support.Memory: 120 MB RAM
- Memory: 120 MB RAM
- Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
- Storage: 500 MB available space
GAMEBILLET
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GAMERSGATE
[ 2625 ]
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