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Today, we have a guest writer for the front page, FabiotheTurtle, who is joining me on the Content Team! Take it away, Fabio!

Looks like I've got the keys to the Cobalt Forum - outstanding! Let's take her for a spin, shall we?

What do we have today?


MultiKill Mod Update!

A few days ago, the Multikill Mod (made by the amazing NeoZeroo) was updated to work in version 124h! How amazing is that?

Working without any sort of mod loader or compatibility hack, the Multikill mod adds just what it says in the title - multi-kills.
 

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DOUBLE KILL



"But, aren't there already combos and multi-kills in the vanilla build," you ask? Well yes, yes there are. However, there are none quite like the ones that the multikill provides.



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It even has a tracker up in the top right that will show you who killed what with what weapon, how much that kill counted to their score, or even if they suicided! There are Double Kills, Multi Kills, Mega Kills, Ultra Kills, Monster Kills, Ludicrous Kills… Too many kills to count!



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Along with your standard post game match report - which will include kills and deaths respectively - the MultiKill mod will even include a global counter for each team, player or AI that has won games in the last session! Gone are the days of arguing with your friends over who's the better player; now you can track each game you have won.

There are also a few deathmatch/standard improvements, like more controller vibration for hits and explosions, as well as the all important laugh button.


 

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True happiness not guaranteed.


On top of all that, each special kill, ass kick or moment of badassery is commented by the man we all know and love, the Unreal Tournament Announcer Guy! Do you really need more reasons to get this mod?

Head on over, and give it a download!

NeoZeroo plans to update it as it goes, so you'll never be left without!
 

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124h is ready for your enjoyment! What have they packed in this patch? I'll let it speak for itself:

ALTERATIONS
  • Another small Bullet Time tweak. It feels fantastic!
  • Made the speed at which the reaction enhancers activate part of the bullet time setting and also tweaked all bullet time settings to be more useful.
  • Moving tiles is now possible in the editor in a more controller and free system!
  • Improved predator ai slightly.
  • Improved Nitrogen grenades
  • Facing away from flashbangs is even better
  • OnScoreReached working and more options.
  • Improved fires warming ability.
  • Bopo now follows the player.
  • Warning boxes now come in player colors!
BUGFIXES:
  • Fixed some eye and light animations on actors ai feedback
  • Fixed offers can get stuck when teleporting

Rate Article   * * * - - 5

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ALTERATIONS:
  • Changed brain movement
  • Altered horizon rendering to be more epic and less in your face.
  • Added a slight bonus to the jump that you do at the end of a roll to more nicely be able to climb 128 high ramps
  • New actor: Boom!
  • New actor. Wasp!
  • New actor: Fly!
  • New actor: Skullfish!
  • Walking reduces speed less when above max and rolling up slopes should be less slippery and stopping while fast should be less sudden and more nice!
  • Improved reflect so that it more nicely reflects bullets back
  • Tweaked the punch origin position which made it feel better both in regards to roll punching and for hitting incoming grenades as well as bullets. It can now rather nicely punch plasma balls as well as slugger bullets if you time it correctly.
  • Tweaked the predator AI to attack in bursts with pauses in between to make the combat with them more interesting and predictable.
  • Added a skill variable to ai settings on spawners. It controls the general performance of the ai in regards to response times, shooting, rolldodging and much more.
  • You can now carry max 3 different types of throwables, similar to ranged weapons.
  • Small gameplay improvements to sandy challenge maps
  • rolling amount is now directly connected to how much you spin which should make it more clear.
  • Improved air roll landing behaviour to be more smooth
  • Jump can now be aborted/interrupted mid jump by releasing jump. Jump is also slightly higher. You can also always jump-kick/double jump, running first makes it stronger.
  • New Game Mode: TEAM-STRIKE: Round-based team versus. Always 4 on 4, take over bots when you die, economy system and actor selection between each round with different classes and levels!
  • Survival very much reworked! Gambling, dynamic shop. waves and an actual end!
  • Bots now have a setting for their skill level, also an option to automatically adjust bot skills.
  • Spiked mines only detonate on enemies and also blink more aggressively when you approach it.
  • removed reloading/switching weapon penalties.
  • Completely reworked the combo/scoring system.
  • Plasma is now deflectable, but still does damage and heat. More consistent!
  • Missiles now get pushed around like grenades when shot. More consistent!
  • Weaving nut and Fresh meat now spawns a temporary spikebird and hamster.
  • Two new suit types: Chrono and Stealth.
  • Slight rebalance among suits. Explorer suit has slightly buffed cold and heat resistance.
  • Added small personal indicator for autoaiming.
  • Felishroom has higher jump.
  • Flashbang visuals tweaked, gameplay effect emphasized. Enhanced being blind feedback. Increased flashbang effect range. Facing back to flashbang now is better over longer ranges.
  • Improved auto-aiming accuracy during bullet time effect and while using scopes.
  • Rebalanced bullet time factors for plasma and gyrojet.
  • Removed the big tile rose selector. Now it only works while hovering to replace tiles. It was getting out of hand loading wise and it was fairly unusable anyway. It was more commonly pressed accidentally which would hang the editor in a huge load.
  • Improved explosion feedback, clearer range of effect.
  • Explosives now also stun for a short while at a larger range than their damage. Force/stun from explosions range increased.
  • Explosives now has an exponential damage curve instead of binary damage.
  • Plasma weapons have been reworked and rebalanced. Instead of overheating and cooling down, it now charges up so that the first shots are more powerful. Indicated by sound and visuals
  • Rebalanced slugger weapons to have a clearer role. High rate of fire, less max ammo, more punch in deflect countering, slightly slightly longer range, Clearer visuals.
  • User maps are now listed in a separate user maps menu.
  • Increased rail slinger and defender ammo.
  • Increased aiming speed of the lighter rail weapons and added semi-firing mechanics to rail slinger.
  • Improved auto aim of weapons affected by gravity (crossbow, grenade launcher…),
  • Matter gun silencer < slugger revolution < slugger semi stealthyness.
  • Urns and borealis containers are no longer grippable.
  • And probably a ton of smaller changes I forgot to type down!
BUGFIXES:
  • Optimized detector code which also should make it never accidentally miss a detection at fast speeds close to the detector.
  • Fixed bug in region size manipulation
  • Fixed bug drawing with the tile color brush on flipped files. Also affected tile affecting lights.
  • Hopefully took care of a rare modulation < 0 crash. (seems at least one instance is still there somewhere.)
  • Fixed certain secrets being visible.
  • Moved negative sign in timers
  • Fixed not getting a kill for things you caused after you die.
  • Fixed annoying physics bug where you would fly away on rotating and activated tiles sometimes.
  • And probably a ton of smaller bug fixes I forgot to type down!

Rate Article   * * * * - 8

Oxeye gives us an in-depth look at the future of Cobalt, including new game modes, inclusion on new platforms, introducing new players to the game in a more friendly way, and much more. Click here to read more!

Oxeye Studios said:

TEASER - SINGLE PLAYER

What we’ve been talking about so far is a part of the game that is best experience with a friend or two to play with. This has always been the core strength of Cobalt. However, not everyone has a second controller to hand over to a friend, especially not on a PC or Mac.

Our biggest challenge with Cobalt has always been to create a cohesive, progressive and non-repetitive Single Player mode. It’s been a challenge because each approach taken so far has entailed A LOT of content creation.

Our current approach is to include all the work put into multiplayer game modes, Challenges, Survival and the Adventure mode in one continues experience. Our plan right now is to have them presented in a Super Mario Bros. 3 style world map in which the player can progress and discover the game and the story.

CLICK HERE TO READ MORE...

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Cobalt will be coming to the 360 and Xbox One, says Cobalt developer Oxeye Studios!

Players have long requested strong multiplayer support, but many argue that Cobalt has always been a "play with your friends locally" type game, best played on a couch with some buddies. That reality is coming quickly with the game's pending release on consoles. Sweet!

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Microsoft executive Phil Spencer announced today during the company's Gamescom press briefing that Oxeye Game Studio's action platformer Cobalt is coming to the Xbox 360 and Xbox One.


The game is published by Minecraft developer Mojang. No release or pricing information was provided.

Cobalt was announced in 2011 and is currently available via the game's website through a paid beta.

Rate Article   * * * * - 8

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NOTICE REGARDING THE UPDATE:

Due to a bug, the previous game launcher will not update correctly. Make sure to download the new, fixed launcher, by clicking here!

ALTERATIONS:
  • Nano gas now heals when it reaches the target and not before.
  • Nerfed pipe gun slightly
  • Reduced revolver and cobra recoil slightly
  • Simplified jetbike interface for now.
  • Increased the no-effect temperature area. -10 to +30 does create any temperature effect,
  • Air-bomb no longer has self destruct by default. Now shows weapons on actor when used.
  • Made an actor with self destruct equipped flash red in intervals.
  • Optimized sprite loading system. Less stuttering in certain conditions.
  • Moved default holster key to shift.

BUG-FIXES:
  • Shield belts no longer eat up all the batteries
  • Fixed crash related to ai trying to get an ai attack range that was nil
  • Fixed crash related to certain actors trying to throw items when they had no custom throw settings
  • Fixed generic object -> object collision position error which would especially affect plasma bullets making them behave erratically by flying away far down right.
  • Fixed nano dispenser explosion being incorrect.
  • Fixed upgrade prices being incorrect and insufficient volt red marking also being incorrect.
  • Fixed end all offers crash
  • Fixed converter delivery crash
  • Fixed a rather broken Hero Laser
  • Fixed itemspawner tile not working correctly.
  • Fixed vendor price indicator being outside with high prices
  • Fixed airbomb not maintaining hover height in non-combat modes
  • Fixed demo crashing when not logged in
  • Fixed missing map in demo list, added a bunch of others.
  • Fixed nondefault vendor price displayed amount not matching actual price.
  • Reduced the inherited speed loot get from actors

Rate Article   * * * * - 6

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Update time? Update time!

While Adventure mode is not yet implemented, there are many things being added to the game to support it in the future, and many awesome goodies besides. While the majority of this update focuses on stability and bug-fixes (and Mac support!), a great deal remains before the Adventure update goes live.

CHANGE LOG:
  • Adjusted melee attack forces. If damage is done, less counter force is excerted on yourself.
  • The first item in each slot are rendered on actors when not in hand.
  • Added ninja animations
  • Adjusted a bunch of maps.
  • Talking to actors! (related to adventure)
  • Peaceful actions (related to adventure)
  • Relations (related to adventure)
  • Compare item stats
  • Compare upgrade stats
  • If you time the roll to start just when the bullet hits, you will do a reflect instead of a deflect. Reflects are better in the way that they return the bullet to where it came from, and you dont get moved or affected or slowed by the hit.
  • Slightly less aimspeed bonus in rolling
  • Reworked and tweaked plasma
  • Enhanced railgun sounds and effects
  • Tweaked railgun bullet speeds closer to the higher ones.
  • Improved and streamlined ai with regards to destination logic
  • Tile color brush in editor. (press . and ,)
  • Certain tiles (among them the light bulbs in editor) now give off tile-corner affecting light.
  • Ctrl click a tile to flood fill.
  • More placement options to respect already placed tiles, and also to respect the physical layer (press 1 in editor)
  • Possible to set grid and angle snap to raycast mode which find the closest wall and sticks to that.
  • Glass jar tiles
  • New actor: Brain, spawned from metalfaces if the game mode allows it, can fly around with a small jetpack, carry small items
  • Items now have a size parameter. Brains can only use items such as matter prototype and slugger cobra, while shrooms and birds and such small actors can use items up to grenade launchers and such but not the largest ones such as rail vanquishers and plasma cannon.
  • Beam gun adapted to work with bullet time and slightly modified
  • Heat/Cold mechanic changed. It used to work by making your heat restoration become delays on each hit. Now you have a “peak heat” and an “average heat”. Peak heat is what kills you and is what is affected by attacks and fires. Peak heat and average heat move towards each other, and average heat in turn moves towards the environment temperature (map weather). This means that being heated if not fatal will still raise your average temperature for a while, making the peak heat restore slower.
  • Shield is now split into 3 different shield belts with lots of upgrades each.
  • New Save&Compile, will pre-generate the map previews and save them inside the file. This is also done automatically if save© to menu is used.
  • Maps have their previews pre-generated and saved into the file.
  • Metalfaces can use the emergency action: Eject their brain upon death! Controllable from the game mode settings (default off for all except adventure) and actor spawn modifiers.
  • Checkpoints now work slightly differently. If you have a respawn cell (now called emergency cell), your brain actor will be teleported back to the checkpoint and the metalface will be rebuilt. If you do not have that, you can still walk back and rebuilt yourself for a cost. If you have an ally you can have the ally “rescue” you by purchasing the rescue service at the checkpoint which will teleport and rebuilt your friend. If your brain actor dies, you are dead, except if you have an ally that can carry your brain to a checkpoint and revive it for a cost.
  • Improved swimming
  • Space theme can now specify a different gravity
  • Tweaked slugger weapon fire rate and damage to be between the old and the new.
  • If outside of weapon range in the air, and using aim (duck/sneak), you will tweak your aim slightly up and down depending on your movement.
  • Added more radio stations, fixed so that radio channels don’t reset, added the radio jingles the current ones.
  • Improved dance logic and added automatic starting of dance if game detects a bpm to your actions while listening to music from a radio.
  • New Item: Sabre Egg.
  • Game now has a rather slight falling damage. You can still fall 10 screens without dying, but you will get hurt. Falling 2 screens is fairly harmless.
  • Stunning small enemies now only occurs while rolling onto them
  • Predator can now bite.
  • Buy/Sell Shops (adventure related)
  • Buy/Sell information (adventure related)
  • Bots pick colors too.
  • Ninja has a strong melee attack.
  • Space jellyfish now drop healing sparks when they die.
  • Power station tiles and power system improved. Now there are two special power stations which each require a special plug. (CTP remains unchanged). Lights, shops, locks, batteries and wire-system sockets can be powered using either a battery, power station or simply by not picking anything. Things are powered by default! Power can also be changed with triggers.
  • Doors have an on used action which is called when they are opened.
  • All things lockable have an on unlocked action which is called when they are unlocked.
  • Radiation! Currently caused by radioactive green blobs and radioactive fluids.
  • New Icon!

Rate Article   * * * * - 9

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Recently, Oxeye dev thewreck had quite a bit to say on the current and future development of Cobalt, covering a wide variety of topics including Adventure Mode (which includes a lot of new features, including but not limited to some pretty sweet lighting improvements, and procedural generation), item comparison, and more! Click the image above (or this link) to read all the juicy details!

A brief excerpt on the lighting engine:

thewreck said:

You need contrasts and varying moods. To achieve this we had to work on improving the lighting of the game. One component is that it is now possible to render most common tiles with individual colors for each corner. Then, we let lights affect those colors. Left light is only using the shader, while the right light is also affecting tile corner colors. Having this we could now create really dark areas, while still being able to light them up nicely for contrast.

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Rate Article   * * * * - 12

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You know what we need? Update news! V120 is now live, only a day after the 119 update, and comes with even more fixes, goodies, and happiness for all! Let's check out what's in store today!


Change Log

Alterations:
  • All slugger weapons have had their rate of fire halved, damage doubled, and bullet time generated doubled.
  • Slugger bullets now retain ability to hit after deflect.
  • Punch is now more adaptive to how far from max range the hit was, in regards to how fast the next is charged up and damage
  • You can now hold use to keep punching at max charge.
  • Added a bunch of minable tiles

Bug-Fixes:
  • Fixed incorrect speed calculation for tiles leading for crazy bobbing in fluids
  • Fixed incorrect door rendering
  • Added automatic adding of “simple” locks to io-connected to lock slots on old maps.

Rate Article   * * * * - 12

That's right, it's time for another update! On top of a ton of bugfixes, Oxeye has added a new game mode: Challenge! In addition to a number of maps specifically for the game mode, there are a number of others included as well.

What does Challenge mode entail? It is a game mode with the solo player in mind! Have you ever wanted to just sit down and play a quick game of Cobalt, but didn't necessarily want to invite any friends over, or didn't feel like the intensity of Survival? Challenge has you covered! Specifically designed to convey a sense of completion and progress, this game mode is a welcome addition for anyone looking for some single-player action in Cobalt.

So, what all was added, changed, and fixed? Well:

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Alterations:
  • Ninjas have had their weapon arm switched, also ninjas can now be equipped with backshell and energy shield.
  • Added initialDelay to pickups
  • Increased rail scout bullet speed
  • New Actors
  • Now possible to assign tints to actors spawns.
  • New Challenge game mode.
  • Highscores for survival and challenge.
  • Added a bunch of Challenge Sets each containing a string of maps!
  • Map list fades to show that it continues.
  • Auto aim now considers tile targets even if there are other targets too.
  • Railgun prices adjusted downwards.
  • Snow, ice and icicles!
  • Changed the way activated physics are handled in the map editor. Now you can activate and simulate physics while in the editor, and then pause them. And all the things that were previously “magically” activated, are now just activated by default.
  • You can now attach physical tiles to each other in a hierarchy creating composited activated physical tiles.
  • Plasma striker increased max ammo
  • Plasma pistol increased max ammo
  • Plasma guns have generally had their speeds and ranges tweaked.
  • Change plasma to dissipate charge less first, and more later.
  • Reduced handling sway penalty for all rail weapons
  • Increased rate of fire for rail defender and revolver
  • Increased reload speed for rail cannon and rail prototype and burst and screamer and revolver
  • Increased effect of burst and screamed extended magazine
  • Increased the effects of the motor for rail revolver and defender and vanquisher
  • Reduced price for rail burster and screamer and revolver and defender
    Matter gun now costs 325
  • 3 new matter weapons added: Matter Bolt, Matter War and Matter Machine
  • Matter cannon support is more powerful, lessens recoils and increases rate of fire
  • Plasma cannon and striker now shoot multiple projectiles in an arc.
  • Added a combo system that gives time bonuses in challenge and volt bonuses in survival
  • Ai actors now have a small ai-feedback icon which designates the general state of the ai.
  • It is now much easier to push physical stuff.
  • Opengl is now default, add -directx to commandline to force directx.
  • Added a value to summoners called noOffspringSpeedBoost which makes the summoner start the next wave faster if all of its offspring are dead. This multiplier is 1 for birds nests and shroom summoners, but 10 for the booth summoner and 2 for the factory.
  • Ninjas have had their weapon arm switched, also ninjas can now be equipped with backshell and energy shield. This is part of the process of letting more actors use the generic equipment system.
  • Added initialDelay to pickups
  • Increased rail scout bullet speed
  • New Actor: Felishroom
  • Now possible to assign tints to actors spawns.
  • New Challenge game mode.
  • Highscores for survival and challenge.
  • Added 4 Challenge Sets totaling 18 new maps
  • Added 1 new Survival map: Desert Wind
  • Map list fades to show that it continues.
  • Auto aim now considers tile targets even if there are other targets too.
  • Railgun prices adjusted downwards.
  • Snow, ice and icicles!
  • Added a bunch more tiles to the map editor!
  • Changed the way activated physics are handled in the map editor. Now you can activate and simulate physics while in the editor, and then pause them. And all the things that were previously “magically” activated, are now just activated by default.
  • You can now attach physical tiles to each other in a hierarchy creating composited activated physical tiles.
  • You can now make tiles destructible from the right click menu of tiles, and then set their health.
  • Plasma striker increased max ammo
  • Plasma pistol increased max ammo
  • Plasma guns have generally had their speeds and ranges tweaked.
  • change plasma to dissipate charge less first, and more later.
  • Reduced handling sway penalty for all rail weapons
  • Increased rate of fire for rail defender and revolver
  • Increased reload speed for rail cannon and rail prototype and burst and screamer and revolver
  • Increased effect of burst and screamed extended magazine
  • Increased the effects of the motor for rail revolver and defender and vanquisher
  • Reduced price for rail burster and screamer and revolver and defender
  • Matter gun now costs 325
  • 3 new matter weapons added: Matter Bolt, Matter War and Matter Machine
  • Matter cannon support is more powerful, lessens recoils and increases rate of fire
  • Matter shots are now able to first destroy a protection piece and then continue to hurt the target if enough remaining damage is left in the shot.
  • Plasma cannon and striker now shoot multiple projectiles in an arc.
  • Added a combo system that gives time bonuses in challenge and volt bonuses in survival
  • Ai actors now have a small ai-feedback icon which designates the general state of the ai.
  • It is now much easier to push physical stuff.
  • Pushing or shoting a physical box, and it destroying an enemy will give you a kill
  • Landing hard on another enemy will do damage!
  • Jump kick now works better on the way down when hitting a surface
  • Opengl is now default, add -directx to commandline to force directx.
  • Added a value to summoners called noOffspringSpeedBoost which makes the summoner start the next wave faster if all of its offspring are dead. This multiplier is 1 for birds nests and shroom summoners, but 10 for the booth summoner and 2 for the factory.
  • Opening doors now makes sound that can give you away.
  • Sneaking while opening a door will cause you to open it slowly making less sound

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Bug-Fixes:
  • Shield belt discharge now only affects enemies
  • Fixed actors being killable by heat and cold while being “invulnerable”
  • Reworked tile destruction code which seems to have removed a horrible stutter that was present before.
  • Plug was dropped when switching to more powerful weapons on pickup.
  • Lots of small fixes and tweaks to the editor
  • Plugs would sometimes disappear visually, when bouncing or periodically in the station
  • Trails would sometimes disappear in whole incorrectly.
  • Fixed music not playing correctly sometimes on restart of maps
  • Optimizations both in engine and game code
  • Likely a bunch of that we forgot to add to this list!

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