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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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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   * * * * - 6

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!

Rate Article   * * * * * 8

And now, a word from Oxeye developer thewreck, on the recently completed Minecon 2012 Cobalt booth!

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I want to thank everyone who showed interest in Cobalt during Minecon 2012! It was a fantastic weekend for us and I really enjoyed helping people around the Cobalt areas. We held our first official 1v1 DM tournament, in which community member Acontin won first place followed by Ivar from Sweden.
The version used at Minecon was v116 ALPHA, and is not yet available for download. Among other things, it featured a new game mode called Challenge. In Challenge, you focus on doing things as fast as possible, like getting from point A to B. Today we created more maps for the mode. Here is a sneak preview:


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We have also added local high score lists with epic voice acting feedback by Kinten to all relevant game modes:


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Huge thanks to all the volunteers during Minecon that made it all possible!
Thats it for today!

Good night!

Rate Article   * * * * * 8

Haven't updated to v115 yet? Be sure to do so! The list of changes includes:

Alterations:
  • Added dm_oasisTemple by _SIM_
  • Added item spawning speed modification based on number of players. The settings can be configured in the game mode menu of the map.

Bug-Fixes:
  • Fixed not being able to use scroll-wheel in tiles browser.
  • Fixed not being able to press file after right clicking in editor.
  • Fixed size of search field in tiles browser
  • Fixed buying upgrades in shops not working correctly
  • Fixed switching from punch making the next item be angled incorrectly.
  • Fixed upgrades not showing cost after first level.
  • Fixed arms and similar not placing themselves correctly when flipping for one frame.
  • Fixed changing colors on tiles crashing
  • Fixed labSign tile
  • Fixed editor not defaulting to collision layer
  • Fixed editor camera default position
  • Fixed eyes and mouth profile colors not showing up
  • Fixed entering hack screen crash

Rate Article   * * * * * 10

That's right, it's time for another Cobalt update! Oxeye is knocking out bugs left and right, even as they pack in feature after feature - so, what's on the plate today? Well:

Alterations:
  • Restructured the inventory system and the behaviour should be like the old one, but please be on the lookout for any changes or new bugs in it.
  • Restructured the reload and emotion system, so be on the lookup for strange bugs there too!
  • Added a settings for debris duration. Debris will now only remain for that number. Default is 5 minutes.
  • Added more sounds to spikebird.
  • Lava balls have been modified so that they dont care about the lava until they exit it. This might cause some changed trajectories in certain maps. I have done a small default adjustment that worked well for dr reds hideout. Uncertain how it will work for other maps.
  • Added a slight shadow behind pickupables when highlighted
Bug-Fixes:
  • Interact is now also editable in presets.
  • Strange rectangle in actors group in editor was rendered by the spawner booth and has been fixed. This also used to affect maps.
  • Fixed shops without any stock crashing
  • Fixed having to press the slot button 3 times after a pickup to change the weapon.
  • Fixed a crash that occured when using the phaser on active tiles.
  • Fixed a bug where debris would not be destroyable by explosions
  • Fixed a crash bug where airbomb and perhaps birds would generate too many fx crashing the game when killed by certain plasma shots.
  • Fixed a bug where AI would consider teleporters that could only teleport objects a path.
  • Fixed trails behind bullets not behaving correctly when teleported.
  • Map Editor: Fixed select target shortcut (3) when tapped multiple times would only switch between the first two.
  • Fixed using two underscores in mapnames generating wrong default names
  • Fixed a bug where a divison by zero would cause a hang on converyour belts.
  • Fixed jump kick not working by tapping if you had “hold” in your double jump preferences.
  • Fixed rendering of certain tiles, for example, shadows with alpha no longer create lines.
  • Sliding doors would render incorrectly on non-default resolutions
  • Lava now hurts actors while under the effect of klonk
  • Fixed a number of strange bugs that appeared in v112, like infinite scale pupils on spikebirds, helmet crashes and infinite remove lists on scrappable objects, converters stopping if you leave and stand on it again.

Rate Article   * * * * * 12

Oxeye has been putting out updates faster than ever before! Here's a look at the latest installment out of the gate, v111! There are tons of features added this go-around, as well as a mountain of bug fixes - there is now changeable climate settings, fixed keybindings, and...well, see for yourself!

Alterations:
  • Using shops, entering entrances, using buttons and such now uses an action called “interact” which defaults to “up” so that it can be changed independant of up.
  • Outdoors now has a climate settings which applies a general theme to the colors. Old style is preserved as “alien”
  • Added a reload-boost bonus that makes you reload faster if you press attack at the right time during the reload animation as indicated by a marker on the progress bar.
  • Reduced bullet time effect again for rail weapons to increase the level of action and decrease the time given to deflect.
  • Semi-fire style weapons have gotten a new behaviour where if you simply hold to shoot it will shoot at the old rate of fire, but if you tap it, you get a tiny bit faster. However, this comes at a certain disadvantage since the recoil will be a lot worse. Affected weapons: Matter gun, matter blaster, matter prototype, slugger revolver, slugger semi. While weapons like the rail defender shoot what could be considered semi fire, their rate of fire is not controlled by their trigger finger and thus not affected by this.
  • Different actor states like ducking, aiming and running and such now also affect the rate at which the actor recovers from recoil.
  • Made the charge bonus after a successful fully chargedpunch hit actually recharge the fist fully. In practice this means that if you get 1 such succesful hit, you can chain them up if you time the taps correctly.
  • Updated tutorial with new rooms and tweaked some other rooms.
  • Added “Reapply locale theme” under <Locales> to assist with generating new mountains.
  • Added a weird atmospheric actor.

Bug-Fixes:
  • Hack screen success now looks proper in higher resolutions.
  • Flashbangs work in shaders off
  • Destroying sentry catapults no longer result in a game crash
  • Recoded the conveyour belt physics so that they are less crazy with their speed adding.
  • The jump kick (and all in general) force on yourself when hitting stuff (like the floor) is not less additive and more balanced.
  • Fixed strange camera region behaviour

Rate Article   * * * * * 14

In the spirit of keeping the game fresh, up-to-date, and as bug-free as possible, Oxeye has released another update today! Version 1.09 carries with it the following changes:

Alterations:
  • Phaser bullet has gotten a slight push added to hitting objects. (like when phasering a grenade, it will be slightly pushed)
  • Rail weapon slugs now now start to wobble in the air over time eventually leading to end of their flight into a de-stabilized debris bullet (resulting in their effective range being different)
  • Tweaked rail bullet bullet-time effect.
  • Camera behaviour with auto aim has been tweaked. It now shows ahead of you based on the weapon range even without a target being spotted.
  • All weapons have had their aimranges tweaked, as well as reworked scope to extend aim range beyond effective bullet range making it possible to plan your attack better
  • gyrojet gun bullet have a little less life-time and more acceleration (overall less range, but a little faster)
  • missiles have a little less range, have a moment in the start where the rocket is not ignited, and slightly less top speed, but have a high explosive radius.
  • made the rolling quickly from left to right quickly less slippery.
  • Bullets such as rail slugs, matter, gyrojet bullets and slugger shots are now part of a new collision group which makes them not interact with each other. They will still hit grenades and missiles, and grenades still hit each other. Changed this because: A) inter-bullet collision behaviour was not clear, B) it made it really hard to attack bunched up robots, C) when it happened it was usually not desired. D) Old behaviour was more of a nuisance than fun. E) it distinguishes the bullet-grenade behaviour more clearly.
  • Range for punch and kick is slighly longer range.
  • Railgun shots are now deflectable, but they have a penetration value which means that even if you deflect they will deliver some of their damage. If the damage delivered is more than the health you have, the bullet will simply go straight through you. (the “Rail Gun” will kill you even if you deflect due to its damage multiplied with its penetration (0.4) being higher than the metalface max health.
Bug-Fixes:
  • Fixed crash bug regarding touching activated tiles.
  • Fixed layer switching crashes and move tiles layer switch crashes
  • Fixed map load crash related to updating an actor spawn with too many weapons. (possibly)
  • Fixed infinite upgrades on items when carrying two of the same
  • Fixed infinite spike bird deflect glow.
  • Fixed phaser bullet incorrect range (was accidentally being placed inside the gun in v107)
  • Spawn rings are back again (accidentally went missing)
  • Double reaction enhancer boxes in some resolutions fixed.
  • Fixed camera and laser bugs related to the beams (stuttering, and disappearing)
  • fixed editor rose crash related to pickups
  • force device added to pickups list
  • fixed some annoying behaviour in the upgrade and shop gui when items run out of stock.

Rate Article   * * * * * 15

Not content with releasing a massive update, Oxeye has published yet another update today! The v1.08 update mainly consists of bugfixes, but there are some other goodies in store as well. Take a look!

Alterations:
  • Burners now do less damage on the tip
  • Predator movement and ai has been improved
  • You can now initiate an air roll while using jet shoes, and as long as you hold the rolling button you will keep spinning even with the jet shoes spraying around you.
  • tweaked screen shake
  • tweaked air roll anim

Bug-Fixes:
  • Minimal mode and shaders turned off now works again.
  • fixed tile browser camera being to low initially
  • fixed respawning bug in tutorial
  • fixed crash related to explosionSequence used in safest gate.
  • optimized shader preparations for actor and objects
  • optimized actor limb explosions which should generate less performance intensive debris.
  • fixed second shop in safe house
  • Forgot to up the shied damage factor on Plasma weapons when i reduced their damage, they are now good at shield as they are supposed to, but they still dont insta-remove yellow shields.
  • Research facility now restocks shops.
  • fixed pathfinder trying to path through locked doors
  • Fixed a crash bug related to alarm actors rig rendering.
  • added ai so that the metalfaces dont jump-kick while trying to roll-deflect

Rate Article   * * * * * 14

Are you ready for some COBALT UPDATES? I know I am! The v107A update is now ready to play - just start up your Cobalt client normally to download the latest update! What does it contain? The list is massive, take a look:

Updates:
  • Gas flames are not non-instant in the extension of the flame which makes them work better with bullet time.
  • Button and Sensor triggers can now require both an id, or just an actor or item type, or both.
  • Shield belt logic has been reworked. It now takes equal damage from all direction and instead of just deflecting all damage less than 1, it now has a fast recharching buffer which all weapons damage, and when the buffer runs out, the panic charge is issued giving a temporary high damage resistance.
  • Beam gun ammo drain is less exponential at higher powers.
  • Plasma weapons used to insta-gib shield wearing characters due to a bug, now the yellow shield correctly reports the damage done to the plasma bullet reducing its energy by the correct amount.
  • Plasma weapons do less damage and more heat damage, meaning only hurting enemies will leave them with more relative health if left to cool off. (used to be equal amounts which rarely contributed to any strategy)
  • when starting a new map directly from an old one through menu, teams and players are remembered as good as possible.
  • 3 different activate_physics actions have now been merged to 1, and added the “grouped” boolean that will activate them all and glue them together.
  • The double jump has been changed. It is now a “kick” and you can perform the kick once per jump, but it gets stronger if you charge it up by running. You can now double jump (kick), while rolling which will give you a speed boost in the direction you are facing in the roll.
  • The jet shoes have been simplified, they initial blast that they generated has been removed and the regular flame has been made stronger in and more predictable in relation.
  • If you fly head-first into the ground or a wall while using jet, you will knock yourself out.
  • Changed close editor key to F1
  • Slugger and matter bullets are not also affected by forward speed.
  • Improved throwing physics, more natural speed of objects while rolling especially
  • Boomering movement has been redone.
  • slow effect on metalfaces on successful hit has been removed in an attempt to increase control and lessen annoyance. (being hit while rolling will still eventually force you out of the roll)
  • the aim flow while autoaiming has been tweaked to go down more as well as only being active when sneaking, and not ducking. So, sneak to make carefully timed shots, duck to panic shoot as centrally as possible towards targets.
  • Weather, time of day, night sky configuration is less “smart” and more absolute
  • Throwing spikes are now droppable and pickupable
  • Debris flying off of actors now renders less backgroundish for 3 seconds until it fades to gray.
  • Campaign is now called Adventure since Campaign sounds too militaristic.
  • Tags have been added to maps which can enable and disable large chunks of the level. Functionality is limited now but it is mostly in preparations for adventure.
  • Slight red tone on damage done on targets.
  • Bounty disabled the valuable pickup hud since it got too cluttered
  • Picking up valuables now has a much faster disappearing fade if you have more than 1 pickup in que or if you are far away from the pickup location.
  • Enhanced heat effect
  • Reduced damage from lava and burners, but retained the heat damage so that you can escape unscathed more likely if you don’t die.
  • Plasma guns now apply their damage over time on contact, dependant on charge and speed of bullet, however, all plasma guns also have increased rate of fire, accelerator has 2 ammo, and boost increases overheating only 20% of the previous increase. On top of that, plasma weapons now cool down faster if they are moving (rolling, running and so forth)
  • A fully charged punch is now considered a threat for the generation of bullet time, albeit rather small.
  • Punch has slightly better boost when punching ground to make it slightly more usable
  • When an actor is made to loose the grip for example when hit the regaining of grip is now smooth instead of jerky.
  • acceleration running now takes into account in you are already moving in a speed higher than your normal speed and consideres itself accelerated
  • sliding now requires either holding duck or roll to maintain it which should result in less annoying feeling of being stuck in a slide
  • paste a multi layer paste into a single layer. (edit -> paste in one layer)
  • Bullets and grenades have been rebalanced when it comes to weight.
  • Wires now propagate the signal with a slight delay making loops and a bunch of other stuff possible.
  • Added 8 new rail-based weapons.
  • Rudimentary water added. Missing a lot of effects though.
  • Updated graphics for a lot of tiles
  • Added a bunch of tiles, among them snow and desert and stuff.
  • Added DM maps Rooftops, Tower, Rocketcity, Desert and Ruin, CTP map Snowfall, survival maps Research Facility and Sandswept, BO maps Hard Rock, Reactor , Scrapyard and Hidden ruins.

Bug-Fixes:
  • Split screen now plays sounds correctly for both views
  • localization files are now loaded from the my documents location too.
  • Jet shoes had acquired a strange bug in some version which made jumping with it sometimes jerky (is now smoother)
  • fixed the difference between placing snap and drag move snap.
  • Menu now howevers on where it was left after going to menu instead of being misaligned by the “return to game”
  • Hints for keyboard keys has been extended, now includes numpad keys and some other missing buttons.
  • teleporting 2 people no longers gets them stuck in perpetual teleportation
  • scoping long range weapons could make the aimer fall off the camera bounds, fixed!
  • Enemies would sometimes not be able to move up slops if far away from the view which resulted in some strange behaviour in some survival maps
  • Hack Device now works while it should not really be used since its behaviour might change.
  • Beheaded metalface heads now are correctly rotated
  • Beheaded heads where likely being rendered twice and are now correctly in the background.
  • Camera now makes sure to include the whole actors and then a little bit more around to keep at least most of the hud in the screen at all times.
  • Merged actor shaders so that different effects can fade between each other like heat and deflect.
  • auto aiming and klonk and flashbangs now works
  • low charged punches no longer create absurd speeds on shrooms and bird. Close combat attacks have been recoded and works better, also code has been consolidated into a better structure and should make it easier to add more.

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