Melody's Escape - Loïc
Melody's Escape is now available on Linux and Mac, as a native port using FNA/Mono.

Everything should be functional, except for a few issues with fullscreen mode that will be fixed in the next patch, and "drag'n'drop" which isn't working yet.

If you encounter any issues on those platforms, please don't hesitate to post them in the Linux and Mac support thread.
If the mouse isn't responding correctly after switching to fullscreen, you can use the keyboard to navigate the menus.
Melody's Escape - Epsi
Melody's Escape is now available on Linux and Mac, as a native port using FNA/Mono.

Everything should be functional, except for a few issues with fullscreen mode that will be fixed in the next patch, and "drag'n'drop" which isn't working yet.

If you encounter any issues on those platforms, please don't hesitate to post them in the Linux and Mac support thread.
If the mouse isn't responding correctly after switching to fullscreen, you can use the keyboard to navigate the menus.
Melody's Escape - Loïc
New "Anti-aliasing" (MSAA) option

Disabling AA (in the "Performances" options menu) greatly improves performances on low-end machines (especially on Intel HD GPU laptops), at the cost of jagged edges on long obstacles (please note that this change requires a restart of the game).
If you were previously struggling to run Melody's Escape at 60FPS, you might wanna try to disable anti-aliasing and re-enable backgroud visualizations and/or post-processing (to medium) for the eye-candy effects, as without the antialiasing it might now run smoothly at 60fps!

This option will default to OFF on integrated GPUs. However, the GPU's type can only be detected by the game after that the setting has already been applied, so the first time that you run the game after this update, if the option was auto-set to "OFF" you still need to restart the game for it to take effect!

Effect preview:


Other changes
  • Added a sound menu option to disable the audio preview when selecting a music.
  • Tons of behind-the-scenes changes to the engine to prepare for the Mac and Linux port of the game (coming soon! :) )


    Update 0.7.3.1 Fixed BASS addons for additional formats not being loaded by the music engine
    Update 0.7.3.2 Fixed custom skins not being loaded when restarting the game
Melody's Escape - Epsi
New "Anti-aliasing" (MSAA) option

Disabling AA (in the "Performances" options menu) greatly improves performances on low-end machines (especially on Intel HD GPU laptops), at the cost of jagged edges on long obstacles (please note that this change requires a restart of the game).
If you were previously struggling to run Melody's Escape at 60FPS, you might wanna try to disable anti-aliasing and re-enable backgroud visualizations and/or post-processing (to medium) for the eye-candy effects, as without the antialiasing it might now run smoothly at 60fps!

This option will default to OFF on integrated GPUs. However, the GPU's type can only be detected by the game after that the setting has already been applied, so the first time that you run the game after this update, if the option was auto-set to "OFF" you still need to restart the game for it to take effect!

Effect preview:


Other changes
  • Added a sound menu option to disable the audio preview when selecting a music.
  • Tons of behind-the-scenes changes to the engine to prepare for the Mac and Linux port of the game (coming soon! :) )


    Update 0.7.3.1 Fixed BASS addons for additional formats not being loaded by the music engine
    Update 0.7.3.2 Fixed custom skins not being loaded when restarting the game
Melody's Escape - Loïc
New "Playlist Mode"
  • Added "Playlist Mode", to play multiple songs in a row (albums, folders, playlists, favorite/recent files, etc.). When you have multiple songs displayed in the Music Selection menu, simply select "play all files" ("P" hotkey on keyboard and "X" button on controllers)
    If you want more controls over the played tracks and their order, you can use your favorite music player to create a .M3U playlist and then access that playlist from the Music Selection menu.
  • Added an option in the Pause menu to skip to the next song in the list.
  • "Autoplay" songs in Playlist Mode now start automatically after loading, allowing you to select multiple songs and have them all play without any required input (great for playing music in the background and enjoying the game as a visualizer!)
  • "Autoplay" songs don't show the end stats screen anymore.
  • Added support for multiple files drag'n'drop (to be played in Playlist Mode).
  • In Playlist Mode, files that cannot be played due to an error (file format, deleted file, etc.) will be automatically skipped instead of showing the error screen.

Difficulty Changes
  • Complete overhaul of the Overload difficulty. I wanted to have a much bigger density of orbs in Overload and I wasn't happy with the artificial difficulty of simply requiring difficult inputs constantly for solid obstacles.
    Now the Overload tracks will have twice as much orbs and less solid obstacles (especially noticeable in "Tempo" sync mode), and require Direction/Color Tandem inputs instead of "Mix" (The Direction/Color Mix is still available in the Custom difficulty settings for those looking for an extra challenge).
    Please let me know what you think about this new Overload mode in this discussion thread!
  • The input window in Intense mode is now a bit wider.
  • The orb density in Energy Peak mode for Medium Difficulty is now lower
  • Slightly increased the speed of flying sections again
  • The setting "Double Low Tempos" now only affect tempo values below 91 BPM instead of 101 BPM.
  • Added an option (in the "General" menu) to disable the usage of a distinct "Direction" purple color for solid obstacles in Intense mode (a cosmetic change only, you still need to use the correct arrow input).

Other changes
  • Removed the "tempo confidence" percentage from the Track Loading Screen, as it was too confusing and not linear; a lot of players assumed that 50% meant that only half of the song would be on sync when instead it would mean a near perfect sync.
  • You can now press the "backspace" key (or "back" gamepad button) during a track and at the end stats screen to replay the song.
Melody's Escape - Epsi
New "Playlist Mode"
  • Added "Playlist Mode", to play multiple songs in a row (albums, folders, playlists, favorite/recent files, etc.). When you have multiple songs displayed in the Music Selection menu, simply select "play all files" ("P" hotkey on keyboard and "X" button on controllers)
    If you want more controls over the played tracks and their order, you can use your favorite music player to create a .M3U playlist and then access that playlist from the Music Selection menu.
  • Added an option in the Pause menu to skip to the next song in the list.
  • "Autoplay" songs in Playlist Mode now start automatically after loading, allowing you to select multiple songs and have them all play without any required input (great for playing music in the background and enjoying the game as a visualizer!)
  • "Autoplay" songs don't show the end stats screen anymore.
  • Added support for multiple files drag'n'drop (to be played in Playlist Mode).
  • In Playlist Mode, files that cannot be played due to an error (file format, deleted file, etc.) will be automatically skipped instead of showing the error screen.

Difficulty Changes
  • Complete overhaul of the Overload difficulty. I wanted to have a much bigger density of orbs in Overload and I wasn't happy with the artificial difficulty of simply requiring difficult inputs constantly for solid obstacles.
    Now the Overload tracks will have twice as much orbs and less solid obstacles (especially noticeable in "Tempo" sync mode), and require Direction/Color Tandem inputs instead of "Mix" (The Direction/Color Mix is still available in the Custom difficulty settings for those looking for an extra challenge).
    Please let me know what you think about this new Overload mode in this discussion thread!
  • The input window in Intense mode is now a bit wider.
  • The orb density in Energy Peak mode for Medium Difficulty is now lower
  • Slightly increased the speed of flying sections again
  • The setting "Double Low Tempos" now only affect tempo values below 91 BPM instead of 101 BPM.
  • Added an option (in the "General" menu) to disable the usage of a distinct "Direction" purple color for solid obstacles in Intense mode (a cosmetic change only, you still need to use the correct arrow input).

Other changes
  • Removed the "tempo confidence" percentage from the Track Loading Screen, as it was too confusing and not linear; a lot of players assumed that 50% meant that only half of the song would be on sync when instead it would mean a near perfect sync.
  • You can now press the "backspace" key (or "back" gamepad button) during a track and at the end stats screen to replay the song.
May 7, 2014
Melody's Escape - Loïc
- Obstacle timing accuracy ("perfect", "good" and "ok") is no longer displayed on the left part of the HUD, but is now shown in the form of floating texts next to Melody, to make it possible to pay attention to the timing accuracy without being distracted. By default it only shows "errors" (failures), but you can configure it in the "General Options" to show each obstacle's timing accuracy.
- The background lights are now more accurately synced to the frequency spectrum of the music
- The ribbon trail behind Melody (on long obstacles) is now smoother and with a new texture, and it starts a bit sooner when sliding on obstacles
- The transition animation from "walking" to "flying" is now smoother
- Added an option to toggle FPS, in the "Performances" options menu
- Slightly increased the scrolling speed of the background in flying sections, as well as the fog's brightness
- On keyboard, screens waiting for "any key" input to continue now only look for gameplay-bound keys presses, "Enter" or "Space", allowing to take screenshots if you've bound the Steam screenshot key to something other than the Function keys
- Switching from keyboard input to gamepad input during a track will now work when pressing the d-pad or using the thumbsticks (it only worked with the color buttons before)
- Pressing buttons during the intro walk will not trigger failures anymore
May 7, 2014
Melody's Escape - Epsi
- Obstacle timing accuracy ("perfect", "good" and "ok") is no longer displayed on the left part of the HUD, but is now shown in the form of floating texts next to Melody, to make it possible to pay attention to the timing accuracy without being distracted. By default it only shows "errors" (failures), but you can configure it in the "General Options" to show each obstacle's timing accuracy.
- The background lights are now more accurately synced to the frequency spectrum of the music
- The ribbon trail behind Melody (on long obstacles) is now smoother and with a new texture, and it starts a bit sooner when sliding on obstacles
- The transition animation from "walking" to "flying" is now smoother
- Added an option to toggle FPS, in the "Performances" options menu
- Slightly increased the scrolling speed of the background in flying sections, as well as the fog's brightness
- On keyboard, screens waiting for "any key" input to continue now only look for gameplay-bound keys presses, "Enter" or "Space", allowing to take screenshots if you've bound the Steam screenshot key to something other than the Function keys
- Switching from keyboard input to gamepad input during a track will now work when pressing the d-pad or using the thumbsticks (it only worked with the color buttons before)
- Pressing buttons during the intro walk will not trigger failures anymore
Melody's Escape - Loïc
Complete rework of the "Flying" sections

I wasn't happy with the current state of the flying mode, as it was too monotonous and didn't feel as "powerful" as it should to represent the most intense parts of a song. This was in part due to the lack of solid obstacles (requiring more complex inputs in Intense and above), and also due to the lack of distinct character animations and background visualizations to enhance the experience.

So I've completely scratched it and made a new flying mode with a new theme!
What I really liked about the old mode was the possibility to have a very high orb density, which isn't possible with solid obstacles in-between due to the animations' length, so the compromise I've found was to have solid obstacles only for long held notes, and orbs for regular notes.

Flying sections should now feel much more intense, and very long ones found in music genre like metal should feel more appropriate. Please let me know in the discussion board if you have any feedback.


Others

- Double arrows mix (Overload difficulty and Custom) are now inverted automatically when using a gamepad. You can still invert that result using the General options menu
- If a respawn would happen during a transition, it will now happen right in the middle of the transition instead of afterwards, giving you more time to anticipate the next obstacle
- Fixed the resolution change confirmation screen not applying video changes beforehand
- Fixed failure animations being horizontally offset in Intense and Overload difficulty
- Removed debug information from the window's titlebar


Quick Patch: v0.7.0.1

- Flying sections are now slightly faster in all difficulties
- Cleaned data files with references to the old flying mode (for faster game loading)
Melody's Escape - Epsi
Complete rework of the "Flying" sections

I wasn't happy with the current state of the flying mode, as it was too monotonous and didn't feel as "powerful" as it should to represent the most intense parts of a song. This was in part due to the lack of solid obstacles (requiring more complex inputs in Intense and above), and also due to the lack of distinct character animations and background visualizations to enhance the experience.

So I've completely scratched it and made a new flying mode with a new theme!
What I really liked about the old mode was the possibility to have a very high orb density, which isn't possible with solid obstacles in-between due to the animations' length, so the compromise I've found was to have solid obstacles only for long held notes, and orbs for regular notes.

Flying sections should now feel much more intense, and very long ones found in music genre like metal should feel more appropriate. Please let me know in the discussion board if you have any feedback.


Others

- Double arrows mix (Overload difficulty and Custom) are now inverted automatically when using a gamepad. You can still invert that result using the General options menu
- If a respawn would happen during a transition, it will now happen right in the middle of the transition instead of afterwards, giving you more time to anticipate the next obstacle
- Fixed the resolution change confirmation screen not applying video changes beforehand
- Fixed failure animations being horizontally offset in Intense and Overload difficulty
- Removed debug information from the window's titlebar


Quick Patch: v0.7.0.1

- Flying sections are now slightly faster in all difficulties
- Cleaned data files with references to the old flying mode (for faster game loading)
...