SpeedRunners - tinyBuild


Rise of the Falcon is a free expansion of the SpeedRunners universe available to everyone who gets the game during Early Access. It introduces 4 new characters centered around a tale of vengeance.

https://www.youtube.com/watch?v=s_K_9zlt_Po
SpeedRunners - Alex@tinybuild


Rise of the Falcon is a free expansion of the SpeedRunners universe available to everyone who gets the game during Early Access. It introduces 4 new characters centered around a tale of vengeance.

https://www.youtube.com/watch?v=s_K_9zlt_Po
SpeedRunners - tinyBuild
SpeedRunners - Alex@tinybuild
SpeedRunners - tinyBuild


SpeedRunners r26 update adds mid-game joining, so you can jump into games in progress, or fill up a slot whenever someone leaves your match. And you can now chat during matches!

  • You can now use Quick Match to join games in progress
  • Press ENTER in the game to use chat
  • If you press ENTER to chat while running, you continue running. We can't recommend texting and running
  • Bonus 1 - Factory now has a wall of spikes again
  • Bonus 2 - in-game ads

Please help us test Mid-Game Joining. It's a very complex system and we would appreciate any bug reports in the official feedback thread for MGJ

SpeedRunners - Alex@tinybuild


SpeedRunners r26 update adds mid-game joining, so you can jump into games in progress, or fill up a slot whenever someone leaves your match. And you can now chat during matches!

  • You can now use Quick Match to join games in progress
  • Press ENTER in the game to use chat
  • If you press ENTER to chat while running, you continue running. We can't recommend texting and running
  • Bonus 1 - Factory now has a wall of spikes again
  • Bonus 2 - in-game ads

Please help us test Mid-Game Joining. It's a very complex system and we would appreciate any bug reports in the official feedback thread for MGJ

SpeedRunners - tinyBuild


At the time of writing this post, there are almost 2,000 levels in the SpeedRunners Steam Workshop. Dare I say holy crap?

We recently satdown to play some of them. Even though we played for several hours, FRAPS crashed after 15 minutes, but to give you an idea:

https://www.youtube.com/watch?v=5tuHexBeVHo

We encourage everyone to join in and try the level editor. Some of the levels are getting very close to the official ones, and others do crazy things we would never think of.

We do recognize the current issue with selecting levels to play - it's impossible to do so without a controller, the flow isn't optimal.

Call for feedback.

Please let us know how you would like to access user levels in the comments below.

Bonus - our thoughts on non-lethal spikes in a long post on the tinyBuild blog
SpeedRunners - Alex@tinybuild


At the time of writing this post, there are almost 2,000 levels in the SpeedRunners Steam Workshop. Dare I say holy crap?

We recently satdown to play some of them. Even though we played for several hours, FRAPS crashed after 15 minutes, but to give you an idea:

https://www.youtube.com/watch?v=5tuHexBeVHo

We encourage everyone to join in and try the level editor. Some of the levels are getting very close to the official ones, and others do crazy things we would never think of.

We do recognize the current issue with selecting levels to play - it's impossible to do so without a controller, the flow isn't optimal.

Call for feedback.

Please let us know how you would like to access user levels in the comments below.

Bonus - our thoughts on non-lethal spikes in a long post on the tinyBuild blog
SpeedRunners - tinyBuild


A massive update went live today. It includes visuals and layout changes for 4 maps, and a game-changing update to spikes - they are no longer lethal. We spent some time playing user-generated levels and watching lets play videos, and realized just how brutal spikes can be on new players. There's no way to know they're coming if you're in front.

Here are the changes:

Spikes
  • no longer kill you
  • you bounce forward and get stunned for a second
  • no longer running in front gets you blindly killed

If you were running in the front and hit a spike, odds are you will lose your lead. If you're running behind and hit a spike, you have a slim chance to recover. It feels much more satisfying (and controller-gripping) to have a chance to recover. What do you guys think?

Map updates!

Theme Park
  • Redesigned the full right section (not many people were taking the far-right route)
  • Added a cannon-boost pad before the big jump and the carousel swing, it shoots you up
  • Added an upwards facing boost tunnel at the end of big jump, so people don't fall down
  • Redesigned section after the big jump

Factory
  • Tweaked bottom dual-tunnel section
  • Removed the big wall of death at right section, replaced with a more forgiving boost-tunnel that shoots you up

Night Club
(previous prototype level)
  • Now looks like a nightclub! Complete with a DJ and VIP lounge. Can you get into the VIP lounge?!
  • Bottom left section changed to include a boost-tunnel that opens if someone triggers a lever

Silo
(previous prototype level)
  • Now looks like a Silo! What do you think of the visuals?
  • Removed triggerable saws

Powerplant
  • Changed the right part of the map
  • Changed the missile for a boost-tunnel
  • Made the part after windmills more fluid

Bonus Video

Playtesting the updates, featuring Casper, Gert-Jan, Tom, Alex, and Matthijs as the camerman.

https://www.youtube.com/watch?v=YrI_QNip4L8

What do you guys think of Spikes not being lethal and the level updates?

Official feedback thread
SpeedRunners - Alex@tinybuild


A massive update went live today. It includes visuals and layout changes for 4 maps, and a game-changing update to spikes - they are no longer lethal. We spent some time playing user-generated levels and watching lets play videos, and realized just how brutal spikes can be on new players. There's no way to know they're coming if you're in front.

Here are the changes:

Spikes
  • no longer kill you
  • you bounce forward and get stunned for a second
  • no longer running in front gets you blindly killed

If you were running in the front and hit a spike, odds are you will lose your lead. If you're running behind and hit a spike, you have a slim chance to recover. It feels much more satisfying (and controller-gripping) to have a chance to recover. What do you guys think?

Map updates!

Theme Park
  • Redesigned the full right section (not many people were taking the far-right route)
  • Added a cannon-boost pad before the big jump and the carousel swing, it shoots you up
  • Added an upwards facing boost tunnel at the end of big jump, so people don't fall down
  • Redesigned section after the big jump

Factory
  • Tweaked bottom dual-tunnel section
  • Removed the big wall of death at right section, replaced with a more forgiving boost-tunnel that shoots you up

Night Club
(previous prototype level)
  • Now looks like a nightclub! Complete with a DJ and VIP lounge. Can you get into the VIP lounge?!
  • Bottom left section changed to include a boost-tunnel that opens if someone triggers a lever

Silo
(previous prototype level)
  • Now looks like a Silo! What do you think of the visuals?
  • Removed triggerable saws

Powerplant
  • Changed the right part of the map
  • Changed the missile for a boost-tunnel
  • Made the part after windmills more fluid

Bonus Video

Playtesting the updates, featuring Casper, Gert-Jan, Tom, Alex, and Matthijs as the camerman.

https://www.youtube.com/watch?v=YrI_QNip4L8

What do you guys think of Spikes not being lethal and the level updates?

Official feedback thread
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