Ladies and gentlemen, this craft taking off today has been over eight years in the making...
Powered by a world-class 2D physics engine, a unique and modular game design on top, massive and varied content built with fully integrated editors (all included!), and extreme integration with the Steam Workshop for endless expansion, we at Data Realms are incredibly proud to present:
Speaking of Cortex Command, as a thank you to all owners of this previous game of ours, we are offering a 25% Loyalty Discount to you on top of the 25% Launch Discount for the special Contributor Edition of Planetoid Pioneers! This means, as an owner of Cortex Command, you end up paying 25% less than the base price for Planetoid Pioneers, and also get bonus access to the official Contributor Community Discord server, where you can easily share your content with other creatively-minded people and chat directly with the core development team.
We hope you enjoy exploring the current crop of wildly different worlds that ship today in the Asteroid Belt of Planetoid Pioneers, and look forward to seeing many more automatically pop up on that map from the Steam Workshop as the community grows and continues to create!
Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...
Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:
Cortex Command now pumps up to 2x more frames per second!!
Game activities no longer slow down when played for too long.
Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
Gib editor now rounds all offsets.
Deployments can spawn flipped for non-flipped actors.
It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
Limbless actors will inevitably and quickly die.
Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).
Bunker breach can be used with randomized bunkers.
Added randomized fortresses for Bunker Breach.
Added new skirmish activity Siege, which uses Bunker Breach maps.
Nerfed heavy ronins a lot.
Added global script, which gives 3x more gold when digging.
Added infinite ammo global script.
Added invincible crafts global script.
Added instant and delayed delivery global scripts.
Added range checks to functions, which take Team as parameter to avoid memory corruption.
When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
Dead actors no longer roll and scream infinitely
Dead actors reduce their AngularVel.
Fixed crashes in allegro and luabind.
Vanilla activities now count used MOIDs on per-team basis.
Fixed the shield-related crash in Campaign.
Primitives are no longer drawn on top of game UI elements.
Fixed a bug, which caused a crash in buy menu.
Fixed crash caused by digging.
Lua binding improvements:
function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing
function RestoreUnseen(const int posX, const int posY, const int team)
function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);
function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
function CalculateTextWidth(std::string text, bool isSmall)
function int GetActiveCPUTeamCount()
function int GetActiveHumanTeamCount()
property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
property RoundsFired, r/o, How many rounds were fired during this frame.
property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity
Once again, just as you thought we'd given up on Cortex Command, Evgeniy “Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris "Montdidier" Kruger bring you a juicy update for the holidays! This time it's mostly focused around massive performance enhancements. With the new build coming out in a couple of days, you can have hordes of little guys going at it, without much slo-mo action kicking in.
So keep an an out for it dropping this weekend, right before the year ends!
Speaking of which, Cortex Command can be bought for LESS THAN THREE DOLLARS on Steam right now during the Winter Sale. Only until the 2nd of January, though... so this is a good time to spread the carnage; buy a copy for a friend!
Sorry for the delay, dear Mac folks – the Build 30 update of CC finally dropped after yet another round of heroic efforts by our porting guru Chris Kruger (pictured above)! It’s on Steam right now with full workshop integration - enjoy!