1694061868
- Pressing controller platform specific home button now opens Steam overlay. Previous players will need to reset controller configuration for this to work.
[ 2023-09-07 07:29:27 CET ] [ Original post ]
In preparation for a wider multi-platform release, I have the latest version to share. Here are the changes: 1647385972
- Extended lift distance in Stage 1 Area 22 to allow for bidirectional travel through the shaft
- Added additional Korean characters to font data
- Changed the term "settings" to "options" for some languages
- Fixed some mistranslated German terms in the pause menu
- Fixed some mistranslated German terms in the item pickup screen
- Fixed misaligned loading text for German due to extra space character
[ 2022-07-22 02:09:04 CET ] [ Original post ]
Becuase of how Unity tries to make development easier, this resulted in major issue. Unity will automatically assign an order for how soon some code will run. While this can be manually overridden, it should not be required unless automatic assignment fails to generate a desired result. In the upgrade to a new engine, it appears that a particular case, that would be game breaking in several places, has been introduced. Hopefully no one encountered any issues, but the fix is here just in case. Changelog is as follows: 1647329462
- Branding and version text offset towards screen center
- Fixed an issue where title screen tiles would no longer animate
- Added the use of any right-hand face buttons in menu actions
- Fixed a vertical alignment issue with stage to stage load bars
- Changed Xbox button layout to indicate it is also the Steam layout
- Fixed an execution order oversight which could lead to some null reference exceptions
[ 2022-03-15 10:52:01 CET ] [ Original post ]
Because of future plans, I ended up making quite a few changes to Thibalryn for everyone.
winter2019coolyul Most notable are:
- Upgraded engine from Unity 2017 to Unity 2019
- Scripting backend changed to improve performance
- Intermediary loading scenes to reduce memory usage
- Build compression changed to decrease game size
- Add saved indicator
- Sealed away most flip discs
- Removed debug output of SFXSlider value
- Fixed skull blocks being too high in Stage 3 Area 81
- Added gating blocks to Stage 4 Area 61 so a player does not potentially waste thier time going to Stage 3 too soon
- Added extra skull blocks to Stage 4 Area 63 to prevent a player becoming stuck in a pit
- Added skull blocks to both areas on the sides of Stage 5 Area 13 as a hint
- Sealed away most flip discs
- Added unreachable coloured flip discs above Stage 1 SpawnArea 5
- Culled some leapers from Stage 4 SpawnArea 44, 45 and 46
- Upgraded to newer Unity engine (2019.4)
- Changed scripting backend to IL2CPP
- Removed a lot of decorative tiles near Stage 4 Area 48
- Enforced pixel light limit of 1
- Removed compression from logo
- Fixed a major display issue with the "item get" window
- Fixed a case where sometimes the language would be English
- Added editor script to find prefabs with component
- Added editor script to find prefabs with script
- Removed some enemies from Stage 5 Area 42, 48 and 49
- Added random rotation to player ball on spawn
- Added extra tiles to Stage 5 Area 48
- Redesigned scene loading system to fix high memory usage during stage transitions
- Fixed a case where loading text could disappear from the title screen
- Loading text on title screen no longer flashes
- Fixed a minor scale error on the loading bars
- Added indicator bars for when the game is saved
- Increased "coyote time" to make it easier to jump from ledges
- Jumping from ground can be accomplished sooner
- Removed error message from when demo manager is not found in scene
- Fixed an issue where the flip disc would not function on some platforms
- Enabled usage of the new speculative collision detection for some objects
- Fixed an exploit where camera could be stuck in an unexpected rotation due to flip disc usage while player focus was lost
- Changed build compression to use LZ4HC
- Updated non PCM audio to use the PCM format
- Changed method used for getting reference to the game manager
- SetTint no longer tries to get renderer component again and reuses what is already referenced
[ 2022-03-01 22:28:02 CET ] [ Original post ]
I finally saved up for and bought the nessecary hardware to verify full compatablity with macOS, including for those with newer M1 devices. As a result, Thibalryn and my future games will be made available for those who prefer to play certain games on their Apple machines. Yay!
I have also made some other changes for monetary supporters:
Not only will you have the golden player ball, but now you will see golden explosions on both player spawn and death events.
In the process of updating a few things, I am transitioning from using Steam's DLC feature to the Steam Inventory Service for future Support the Developer implementation. If you are one of those who used one of the original monetary support methods, such as an outright purchase or DLC, you will still have all the same benifits plus the new effects.
The major reason for me doing all this is to better prepare for my next game's release in what I hope will not be too long of a wait. You can follow development progress of that at the following places:
Twitter: https://twitter.com/hashtag/PowersOfHex
Youtube: https://youtube.com/playlist?list=PL1QNSS-4sB0i8VioIykjmhDDcmjlX_Pk6
Here is the changelog for this release:
1639028978
- Prevented hiding of mouse cursor on title screen. This allows interaction with system pop-ups on some operating systems.
- Fixed an issue where mouse cursor could be hidden while working in the Unity editor
- Added mac bundle identifier
- Added registry key to allow overriding windowed mode scaling
- Added detection of Steam Inventory Service Support the Developer items
- Updated DLC detection to allow for late detection
- Added function to obtain player renderer reference when needed
- Added function to obtain player spawn explosion and death explosion references when needed
- Rewrote function that enables gold ball for monetary supporters
- Added gold supporter effect to spawn and death particles for the player ball
[ 2021-12-10 06:20:23 CET ] [ Original post ]
1631587931
- Fixed unicode character missing from font file
- Updated default ranking text to
[ 2021-09-14 03:31:33 CET ] [ Original post ]
To help with reaching more players and to allow me to share Thibalryn with more people around the world, I have taken the days required and performed the necessary work to add an additional 8 languages to Thibalryn. 1629123665
- Updated ability names in the bindings menu to be less generic
- Updated font rendering to fix some issues
- Added Pixel Font Converter to credits
- Updated font rendering of stars and total time
- Removed display of milliseconds and seconds from timer to account for new font width
- "Press Start" text now blinks
- Removed directions for controls menu
- Added 8 languages
[ 2021-08-23 11:41:13 CET ] [ Original post ]
1628240182
- Fixed a case where the button passkode secret would not activate
- Added placeholder version number incase version number cannot be loaded
[ 2021-08-06 09:42:13 CET ] [ Original post ]
1627979551
- Reduced duration of splash screen
- Changed default screen mode to full screen
[ 2021-08-04 13:02:19 CET ] [ Original post ]
Couldn't get Thibalryn to run via Wine, Proton or other means? Well now you can just run it natively! Please experiment and let me know if you find any bugs in this new Linux port.
[ 2021-08-03 10:55:18 CET ] [ Original post ]
A huge thank you for everyone who bought Thibalryn while it was on sale.
For everyone who previously own Thibalryn or those who puchase any "support the developer" DLC, your in game player ball will be turned to gold in recognition.
[ 2021-02-02 20:48:39 CET ] [ Original post ]
I am very thankful for every single person who purchased Thibalryn while it was a paid app. In order to pay thanks and respect, once Thibalryn goes free to play, all previous owners will find there player ball has turned gold. That right, Jerry, gold! Another announcement will be made when the transition has occured and I do hope to see a rush of new players.
[ 2021-01-25 18:01:35 CET ] [ Original post ]
1578393758
- Fixed a issue where some players could not access the key rebinding menu
- Added Unity branding to splash screen
[ 2020-01-07 11:31:29 CET ] [ Original post ]
The colours indicate where the stage it is, where the transitions are and where they go to. https://steamcommunity.com/sharedfiles/filedetails/?id=1961068974
[ 2020-01-05 21:43:44 CET ] [ Original post ]
Baddies can change between difficulty modes when you spawn.
Whether it is loading a new area or just coming back to life after a death, there is a chance for each type of baddie that they will switch to a different difficulty mode. This can be a simple as moving faster, or a combination of different attributes.
The texture used on each tile is randomly selected using a custom, procedural noise algorithm.
The first tile is chosen at complete random, then the next in a row is decided based on the outcome of the previous tile. This is then done for the first row. Finally after we have the initial tiles laid out around the left and top edges, we can iterate through each other tile based on the neighbors. When an adjacent tile is absent, it simple wraps back around to find a comparison. The appearance of darker tiles is actually just random though.
It is possible to jump after only just having rolled off an edge. You can also use this to drop bombs!
I have seen some already utilise this technique and I applaud them for having figured this one out on their own. It is not easy to pull off, but doing so can help you deal with some of the more tricky baddie placement.
For a frame-perfect speedrunner it is possible to jump a couple of frames before touching the ground.
The human brain automatically predicts that you will touch the ground, but the actions of the human nervous system can sometimes occur too soon. It is for that reason that you may feel some of the movement in this game is as responsive as it is.
The music fades out to silence for a while every so often to give a sense of tension, while allowing more focus on sfx.
Tension is something very hard to create in media. Fear is much easier, but that is something subjective. Done right you can achieve an effect that is experienced by the vast majority and having silence to do so is a trick I have seen few games use. Silence also takes a lot less resources. No need to spend hours choosing which notes you want from your scale.
When mapped out the game areas fit together like slices of a cube. Changing areas actually moves you in 3D space!
It may not be apparent at first, but if each area is mapped out and then overlaid you will find something rather special. Each transition pipe between areas actually matches up such that they all fit in a nice perfect arrangement. Bonus fact: the green stage is actually the only stage that is tall, rather than wide.
Hit boxes on baddies area actually 1/16th of a tile shorter than they appear. Baddies have 3 separate sets of detection each. Player collision, bomb collision and tile collision.
It feels great when you somehow survive something you expected would kill you. But the question is how lenient should one be? My "rule of thumb" is the amount of penetration at the speed of 1/30ms. This can then be simplified to something more sensible such as 1 pixel of detail on a sprite. When landing an attack the opposite direction holds true. It feels great to only just hit a shot you think you actually missed. Having these 2 detection ranges already doubles the resources needed, but neither are suitable for having the interaction of an object with the environment be pixel perfect. A 3rd set of detection rules is then needed, but with some clever coding this can be simplified.
[ 2019-11-04 01:17:42 CET ] [ Original post ]
Just a small patch. 1569579616
- Fixed a missing wall in Stage 1 SpawnArea 5
- Fixed a missing pipe in Stage 1 Area 50
[ 2019-09-27 10:49:17 CET ] [ Original post ]
A love letter to classic NES games!
Explore an ever-expanding, challenging maze filled with countless secrets.
You'll need true skill whilst fighting various baddies each with their own unique AI.
Master what skills you have to unlock new possibilities while you search for mores.
You will find that this game feels amazing to play with never-seen-before game mechanics.
Features:
- Many, many hours of gameplay!
- Immersive Binaural sounds!
- No boring tutorials!
- Non-Linear!
- 90+ pickups to obtain!
- Many Easter eggs!
- Pixel Perfect mode included!
- Most controllers supported w/ no setup required!
- Time yourself!
- Earn your rating!
- 4K UHD support!
- Up to 240fps!
- DRM Free!
[ 2019-09-13 17:00:21 CET ] [ Original post ]
Here is the changelog: 1567737721
- Created DemoManager
- Stage pipe teleports will no longer occur if set to a stage destination of 0
- Stage pipe teleport game objects are now set as enabled in the dev stage
- Game objects modified by demo mode now are automatically added to a list
- Readded name branding to title screen
- Demo tiles added to block stage pipe teleports when running in demo mode
- Stage pipe teleports will become disabled if running in demo mode
- Steam achievements will not unlock while running in demo mode
- Demo branding message appears on title screen if running in demo mode
[ 2019-09-06 04:41:58 CET ] [ Original post ]
With a small update, those playing in full-screen mode will now see a fancy border instead of just blackness. 1566338661
- Created frame art and object
- Frame objects become inactive when in pixel perfect mode
[ 2019-08-20 22:28:56 CET ] [ Original post ]
Just a small update to fix some tiles: 1565765838
- Slightly modified the tile placement in Stage 5 Area 47.
- Corrected the y-offset for some of the green leapers in Stage 5 Area 51, 52 and 53.
- Added the missing tiles to the pipe in Stage 5 Area 69.
- Added the missing tiles in Stage 5 Area 51 and 52.
[ 2019-08-14 07:31:20 CET ] [ Original post ]
1565300198
- Radar border now turns gold when all pickups in the area have been collected.
- Fixed parts of the radar testing for raycast.
- Fixed tracer dots being misaligned.
- Stage 1 music now stays silent for 25 seconds less.
- Credits text now turns gold on beating the game with a five star rating.
- Added an extra name into the credits.
- Fixed a left over black bar on the title screen.
- Fixed missing pipes in Stage 1 Area 7!
[ 2019-08-08 22:04:40 CET ] [ Original post ]
1564219049
- Stage 1 SpawnArea 5 now connects to Area 22!
- Added missing boss blocks in Stage 2 Area 37 to prevent pointless backtracking.
- Fixed lifts in Stage 2 Area 32 being too slow.
- Made the whole column of tiles on either side of Stage 1 Area 23 breakable.
- Removed bouncers from Stage 1 Area 52 as they got in the way of learning.
- Made tiles under the pickup in Stage 1 Area 58 breakable.
- Modified secret in [redacted].
- Cleaned up sprites for all bouncers. Collision detection area remains the same.
- Added some red crawlers to the title screen.
- Fixed the part of the columns of tiles in Stage 1 Area 7 being unbreakable.
- Fixed part of the secret in [redacted] being inaccessible.
- Added pdb files for easier future debugging.
[ 2019-07-27 09:37:56 CET ] [ Original post ]
I will be trying to keep gameplay changes to an absolute minimum so as to not make life hard for speedrunners. 1563219642
- Made lava much more red.
- Made lava more opaque.
- Refactored time in lava variable name.
- Lava damage now scales with player max health.
- Lava damage no longer scales with stage difficulty.
- Lava now does less base damage than previously at less than 10 max health.
- Lava now does more base damage than previously at more than 10 max health.
- Lava will now result in death after 20 seconds of exposure.
- Game now defaults to windowed "pixel perfect" mode.
- Fixed mislocated lift in Stage 3 Area 12.
- Fixed a case where the Stage 3 boss room entry would not be possible.
- Added breakable tiles to Stage 3 boss room entry.
- Fixed a case where a boss would become blocked off.
- Changed Stage 4 difficulty mulitplier to 0.75.
- Changed Stage 2 difficulty multiplier to 1.
- Stage 5 damage received reduced by 25%.
- Fixed Stage 5 boss doing way too much damage.
- Fixed a case where the Stage 5 boss would escape their confines.
- Fixed a case where the Stage 5 boss would not have health reset.
- Fixed music not fading out during credits.
- Fixed music not fading in after credits.
- Stage 5 boss shortcut now opens when first reaching the boss instead.
- Added signs to Stage 5 to indicated the shortcut has opened.
[ 2019-07-15 20:26:19 CET ] [ Original post ]
Special thanks to TinaHacks and RogueLink! 1562473376
- Fixed gating in Stage 3 being bypassable early.
- Fixed a case in Stage 1 SpawnArea 5 where a player could disregard gravity.
- Fixed dropper placement in Stage 1 Area 2.
- Made Stage 1 Area 22 (the tower) easier to climb.
- Removed a small amount of the bouncers from Stage 4 Area 19 (the ballroom).
- Moved some tiles about in some stages to make it easier to avoid some flip discs.
- Removed signs from next to flip discs in Stage 2 as it may have been confusing.
- Made flip disc functionality clearer in Stage 1 Area 66.
- Removed flip disc from Stage 1 Area 55.
- Removed some of the zappers from Stage 1 BossArea.
- Made it harder to "cheese" the boss of Stage 1.
- Made some of the zappers in Stage 1 BossArea travel further.
- Changed the type of Zapper that exist in Stage 1 BossArea.
- Added some extra blocks to Stage 3 BossArea.
- Added a couple of extra zappers to Stage 3 BossArea.
- Red leapers now fall if they block underneath them is destroyed.
- Red leapers now must wait at least 500ms before leaping again.
- Green leapers now must wait at least 250ms before leaping again.
- Leapers now have a tiny bit longer time before leaping.
- Added extra tiles in Stage 1 Area 43 to help prevent a player from unintentionally falling.
- Removed a few leapers from Stage 1 Area 50.
- Made Stage 1 boss's explosion more impressive.
- Added some padding digits to the timer.
- Receded the lava in Stage 4 areas 39, 48, 49 and 50.
- Removed Stage 4 Area 51.
- All damage taken in Stage 1 reduced by 20%.
- All damage taken in Stage 2 and Stage 4 reduced by 10%.
- Fixed achievement for boss defeat not popping immediately.
- Fixed achievement for completion rate not popping immediatly.
- Added extra check for fiveStarRating achievement.
[ 2019-07-07 05:53:04 CET ] [ Original post ]
Fixed some issues... 1562272537
- Fixed HUD not showing armour when a new stage is loaded.
- Added missing gating to Stage 3 boss.
- Added gating to Stage 3 entrances top help guide players to other abilities.
- Added decoration blocks to Stage 3 Area 12.
- Added gating to Stage 1 Area 13.
[ 2019-07-04 21:15:14 CET ] [ Original post ]
Here are a few changes for you to enjoy reading about... 1562089253
- Added save file deletion option to the settings menu.
- Start screen now ensures time it not frozen.
- Fixed missing reference to InputManager in EventSystem.
- Fixed loadingNextScene variable not reseting for title screen.
- Added tracer dots to radar.
- Moved blocks in Stage 1 SpawnArea 5.
- Added debug mode switch.
- Changed some blocks in Stage 4 Area 8 to be breakable.
- Modified block placement in Stage 4 Area 19.
- Modified block placement in Stage 4 Area 10.
- Modified block placement in Stage 4 Area 20.
- Added shortcut in Stage 4.
- Timer now shows milliseconds.
- Timer more clearly shows when each second passes.
- Fixed there being too many zippers in Stage 2 Area 4.
- Fixed missing gating in Stage 2 Area 54.
- Added a sign to Stage 2 to help guide player to the boss.
- Added a sign to Stage 4 to help guide player to the boss.
- Fixed being able to bypass gating in Stage 4 Area 41 with the wrong ability.
- Added lava to Stage 4 Area 41.
- Added extra bouncers to Stage 4 Area 41.
- Moved around blocks in Stage 2 Area 82.
- Fixed an issue where players could get stuck in Stage 2 Area 82.
- Added signs to Stage 2 to help the player locate the ability pickup.
- Added signs to Stage 4 to help the player locate the ability pickup.
- Fixed a case where the boss of Stage 3 would come back to life.
- Fixed tracer dot parent assignment.
[ 2019-07-03 09:58:44 CET ] [ Original post ]
Expect to laugh a lot! Check out the very first review: https://youtu.be/FZswkkyPP8M
[ 2019-06-24 17:36:13 CET ] [ Original post ]
1561248925
- Collecting a max health pickup now refills all of your health instead of just adding to it.
- Fixed ItemGet text being included in a ui raycast test.
- Increased size of ItemGet popup.
- Pickups now give text about what type they are.
- Radar now shows where the boss of each stage is located.
- Made lava slightly more red.
- Fixed being able to get stuck to the bottom of some pickups.
[ 2019-06-23 00:59:18 CET ] [ Original post ]
1560763772
- Fixed 24px text being blurry
- Fixed timer not showing
- Fixed gating in Stage 3 Area 16
[ 2019-06-17 10:41:58 CET ] [ Original post ]
🎮 Full Controller Support
- Thibalryn Linux Depot [1.57 G]
A love letter to classic NES games!
Explore an ever-expanding, challenging maze filled with countless secrets.
You'll need true skill whilst fighting various baddies each with their own unique AI.
Master what skills you have to unlock new possibilities while you search for mores.
You will find that this game feels amazing to play with never-seen-before game mechanics.
Features:
- Many, many hours of gameplay!
- Immersive Binaural sounds!
- No boring tutorials!
- Non-Linear!
- 90+ pickups to obtain!
- Many Easter eggs!
- Pixel Perfect mode included!
- Most controllers supported w/ no setup required!
- Time yourself!
- Earn your rating!
- 4K UHD support!
- Up to 240fps!
- DRM Free!
This is a game lovingly crafted over 2 years. Designed for speedrunning and easy streaming.
- Processor: Intel Core 2 Quad Q8200 | AMD Phenom II X4 805Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce 8400 GS | Radeon HD 4200
- Storage: 500 MB available space
[ 6132 ]
[ 2625 ]