Thibalryn - CoolJosh3k .com
1694061868
  • Pressing controller platform specific home button now opens Steam overlay. Previous players will need to reset controller configuration for this to work.
Jul 21, 2022
Thibalryn - CoolJosh3k | YouTube
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

1654230439
  • Added additional Korean characters to font data

1655268457
  • 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
Thibalryn - CoolJosh3k | YouTube
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
Thibalryn - CoolJosh3k | YouTube
Because of future plans, I ended up making quite a few changes to Thibalryn for everyone.

ːwinter2019coolyulː

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

Here is the full changelog:

1646153617
  • 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

Note that due to engine changes, it is entirely possible new bugs have taken up residence. I have exterminated all I could, but upgrading Unity is messy.
If you find any, please don't hesitate to let me know. I would very much appreciate it.

Special thanks to VertPlaysGames for the discovery of some bugs in the previous version. ːsteamthumbsupː
Dec 9, 2021
Thibalryn - "CoolJosh3k"
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

Enjoy!
Thibalryn - 'CoolJosh3k' on YouTube
1631587931
  • Fixed unicode character ★ missing from font file
  • Updated default ranking text to ★★☆☆☆
Thibalryn - 'CoolJosh3k' on YouTube
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

1629705341
  • 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
Thibalryn - 'CoolJosh3k' on YouTube
1628240182
  • Fixed a case where the button passkode secret would not activate
  • Added placeholder version number incase version number cannot be loaded

Hint: enter the "kode" while paused. It will actually use the correct input sequence now, including from the joystick.
Aug 4, 2021
Thibalryn - 'CoolJosh3k' on YouTube
1627979551
  • Reduced duration of splash screen

1628078916
  • Changed default screen mode to full screen
Aug 3, 2021
Thibalryn - 'CoolJosh3k' on YouTube
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.
...

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