I spent a few days this week working on adding support for LiveSplit auto splitters, and making an auto splitter for the game. It's now available in the LiveSplit client! Simply select PogoChamp from the game menu and pick your run type!
The auto splitter has a few different modes you can use depending on the run you're doing and your preferences for number of splits:
I've also worked on updating PogoChamp's speedrun.com page to include new speedrun types (Any %, All Levels Complete, All Stars, All Rainbow Gems), and some premade splits files. And yes, I know that a perfect "All Rainbow Gems" run would also count for "All Levels Complete" and "All Stars", but until someone does it, those other categories are still relevant.
It includes an explanation of LiveSplit & auto splitters, and example source code from PogoChamp.
Changelog
BUG FIX: Fast Travel achievement no longer unlocks automatically.
SPEEDRUN: Export various game state variables so that auto splitters can use them.
BUG FIX: Time spent in level select is now added to the total playtime.
BUG FIX: Changing profiles while not connected to Steam was throwing an error.
UX: Add special logic for camera recentering when you have a jetpack in zero gravity. Now uses a combination of your angle and velocity instead of just velocity.
UX: Add "Reset Camera" help text when the Y axis of your camera is not in the normal range.
BUG FIX: Some arrows in the options menu were the wrong color.
VISUALS: Some minor lighting improvements in various levels.
BUG FIX: Finally add colliders to the doors in The End.
CONTENT: Add 2 more gates to the level select, at level 90 (200 stars) and 95 (210 stars).
BUG FIX: Fix bug where reset camera hint displayed in 2D levels.
UX: Add rotation to the character model in level select.
BUG FIX: Fix issue with the floor geometry in "The End" which could cause some bad bounces.
BUG FIX: Fix issue where auto split levelIndex variable wasn't properly set for The End when entered from a cutscene.
In this new WIP we can see the ruler of the Kupul, with their chief deity, Kukulkan.
The Kupul ruled one of the most important chiefdoms of the Yucatan peninsula during the arrival of the Spanish, whose power sparked the fall of the city of Mayapan, which came before Chichen Itza. Kukulkan was the chief deity of the ruling lineage of the Kupul and served as the way (nahual) guardian of their dynasty. The worshiping of Kukulkan was far common in the theocratic society of the late Classic period and the Postclassic period, where the cultural influences of the central region of Mexico fused with the beliefs of the Maya, sharing unique aesthetic and architectural styles that would be known as the international style of Chichen Itza.
Build v0.157.53 Beta - Resource Nodes size according to their maxresource - Resource nodes size in minimap - Metal Extractor detection radius decreased from 7 to 3 - Version info updated - Story skip text moved below Okay button and changed material. - Added red arrows with outline to skip text so its easier to appear - Now tech buttons get tech data dynamically. - Moved map bounds from node spawner to game manager for general use - Now enemies spawn truly randomly - Objectives panel retouched and disabled raycasting - minimap background changed to black so that objects can have better visibility.
Build v0.156.53 Beta - Update version info - Changed back metal production stats - Fixed bug in resource nodes not initializing after load game - Fixed bug where resource nodes will only load on new game. - Fully working Random resource node generation with save data
Build v0.155.53 Beta - Increases starting resources, so that players can have more wiggle room at the starting. - Money 10k to 12k - Metal 5k to 7.5k
- Resource nodes will now be destroyed if they are exhausted. - Commented out NoresourceAtNode function call in resourcegenerator script - Now nodes actively check for reesources in update in the node script. - new function in ResourceGenerator to detect nearby resource nodes and return them - removed ResourceNode as singleton since static is the reason so many weird bugs have been happening. - random resource nodes spawning enabled - Resource nodes save data implemented. - Resources are spawned every 90 to 120 mins. - Updated version info
- MULTIPLAYER FIX: squirrel sound replication issues fixed - MULTIPLAYER FIX: double quad pickup issue fixed - SOUND: Mag rifle sound tweak - SOUND: Ultra Squirrel sound (lowered pitch and speed) - MULTIPLAYER FIX: Ultra Squirrel will correctly target other players after current target felled - MULTIPLAYER GAMEPLAY: if all squirrels dead, target meter shows player squirrel distance - TEXTURES: Storage Crate, Generator & Plastics updated - MAP TWEAKS: Deadlands mission zone less foliage (should improve FPS) - MAP TWEAKS: all maps more habitat furniture (filling in houses with stuff. Should not affect FPS / CPU overhead too much) - NEW FEATURE: 'Backspace' toggles HUD for photo mode in game and game over screens - NEW FEATURE: Camera control on Game Over screen (a little buggy atmo)
Unfortunately, I am going to have to put a short delay on Hypnagogia's upcoming content update. Lots of other tasks have been blindsiding me lately and what I still have left to do for the update will definitely not get finished by next week.
I've made a lot of progress on the look, feel, and mechanics for the game's Ancient Update. It's all coming along great so far! This might just be the most involved (and weirdest) experience so far in Hypnagogia.
I think giving it another month will help me iron out the remaining bug fixes, dialogue, and tests for Mac and Linux builds so that it can be as smooth as possible.
I'm truly excited for you to experience this new content I've been working on! In the meantime, please enjoy these new previews for Hypnagogia's Ancient Update.
-- Windows MR, Pimax, and Vive Cosmos support has been added!
-- Fixed a rare Oculus Quest 2 w/ link cable issue.
Known Issues:
-- The Recenter image is not displaying correctly when using Windows MR devices. For Reverb, the recenter action is clicking on both analog stick buttons simultaneously. For all other Windows MR devices, it's clicking on the left side of the left trackpad and the right side of the right trackpad simultaneously.
-- Haptics is not working properly on Reverb controllers. We'll investigate this ASAP.
-- Controller instruction card on the desk shows incorrect info. This will also be fixed in the near future.
Now we'll focus on Multiplayer and HOTAS support / customization.
Hear ye, hear ye. Fort Triumph is celebrating its second anniversary today! Join the festivities and get the game on the greatest discount so far—60%! Such great blessings are rare, so take advantage of the occasion today and start your epic quest.
Earn free and exclusive in-game items by watching on Twitch! Join us on https://twitch.tv/brawlhalla as we watch the best players in the game battle for a share of the total $40,000 prize pool provided by SteelSeries!
Europe 1v1: Saturday, April 16th, 11am - 5pm ET North America 2v2: Saturday, April 17th, 2pm - 8pm ET
Earn the Apex Keysword
In addition to viewership rewards earned by watching the tournament streams, an exclusive item to commemorate the SteelSeries Invitational is available! Find out more information on how to get this free sword at https://steelseries.com/gg/moments/brawlhalla.
🎯 [Balancing] Larger ships now gain bonus bonus AOE range for active auxiliary items. 🎯 [Balancing] Orders given by the Targeting System weapon are now followed unless a drone is in direct contact with an enemy. 🎯 [Misc] The bounding boxes for Nienix fragments has been greatly extended to work better with larger ships. 🎯 [Bug fix] Fixed a race condition when activating the ship turret inventory.