Quality Update & Editor Features

Cloudbuilt

Rocket parkour your way through dizzying obstacles and lethal robot hazards, in this 3rd person action platformer with over 40 levels, and even more community levels.

I know, I said in the last patch that it would be the final patch for now, but I was wrong. ːcbhunterː This patch however is a bit more limited in scope, mostly addressing bugs and stability of the level editor. This patch started as I was working on a community level, noticing a few small issues. It then grew a bit from these initial issues and includes some fixes for the main game as well. Mostly becauseI was watching a few Cloudbuilt streams as I was working on the patch, and just found some new bugs or things to address. (Special thanks to everyone who streams or shares videos of the game!) [url=https://steamcommunity.com/sharedfiles/filedetails/?id=439175205][img]{STEAM_CLAN_IMAGE}/5695993/17fed7b1723ec4c3b88afcf47ede147217dc4ba1.jpg[/img][/url] Also, with this patch I am also patching the Metroidvania custom level I made way back. It is now significantly updated, and also works to demonstrate a lot of the more recent features in the editor. It's now longer, more decorated, and has more proper bosses, multi stage boss fights, monster closets and other more “scripted events” like things. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=439175205]The Level Workshop Page[/url] One more thing, before going into the patch list. The unlock criteria for some extra levels in the main game, like the remix and battle challenge levels have been adjusted again. These levels will now unlock even later in the progression, as it seems they easily created distractions from the main game before. They are intended as extra content, so when they unlock early on, players are still not 100% sure on the game's progression, it ends up being confusing. Along with this change some levels' difficulty rating was also adjusted to more properly indicate what to expect. Now, without further ado, here is the patch list: [h3]Visuals & Audio[/h3] [list] [*] Triplanar projected material now has better hatching. The precision error resulting in pixelated artifacts when at large scale is removed. [img]{STEAM_CLAN_IMAGE}/5695993/b854c3a4d1edb6b6d798880a435854b59a656b93.jpg[/img] [*] Water effects are tweaked to not disappear as much with distance, and move a bit better and maintain visibility. [*] Damage gates have tweaked material, to be more visually distinct from the shield doors, to not just rely on the colors. (Easier to see the difference in motion) [img]{STEAM_CLAN_IMAGE}/5695993/1fe124e5b5bf9bf837ccab666e6fc9864d6f068c.jpg[/img] [*] Generators now have an impact sound from bullets, and a sound when they are destroyed which they didn’t have at all before. [*] When you try to grab onto a wall but fall too fast to get a grip, there is now dust being thrown out from the wall, to make that state a little more impactful. [/list] [h3]Bugs[/h3] [list] [*] Checkpoint UI could in some cases be visible when it should not, which should happen less often now. [*] Subtitles could still desync when in the room and listening to story, and accessing the skin menu. [*] The audio channel used for story clips is now forced to be the VO channel, as there was a bug where it could end up on an undefined channel before. Making the audio settings not take effect as it should. [*] Picking up a checkpoint had a new bug where it could be picked up multiple times. That recently introduced bug is now fixed. [*] Fixed a bug with the story screen in the room, where it would not play the audio as expected. [/list] [h3]Editor & Custom Levels[/h3] [list] [*] New variations of assets were added. Including a bunch of new colored light flares that can be placed in levels for communicating info, or just look interesting. New shield door assets that are using a concrete block like appearance has been added, so if someone wants to create a breakable door that looks like a regular wall or floor, it is now possible. [*] Weapon init order fix. Bullet types defined in weapons are now initiated before anything else, making it more reliable to define bullets in weapons and then use them in enemies. Before, the enemy might not have been able to find the bullet depending on the order of initiation. [*] Various enemies have new generator related settings exposed. [*] Lobbers can now be set to be killable and you can assign a new bullet type to them. [*] Bomb lobbers can now also be set to be killable. [*] Generators can now turn on doors, not just off. They can also hide enemies, not just reveal them. [*] Generators can be set to a different team ID, making them damageable by bombs and other enemies. [*] Enemies controlled by generators can now be controlled by multiple generators easier, as the generators do not interfere with each other's overlap tests. [*] Most enemies now have an option to make them save their death state in checkpoints. [*] Energy and health packs now have settings to control their respawns as well, and enable them to save it in checkpoints. [*]Watch cameras can be set to see through walls. [*]Generators have a few more settings and can now in the editor more clearly display what objects they are notifying and being guarded by. [*] There is now a new menu option to import an old level that you have made, so you can edit and upload it again. It will try to restore the full levels, its settings and the thumbnail from the data uploaded to Steam. [*]A fix was made for a serious bug where if you were editing a level, then selecting a new level from the menu and saving that new level, you would overwrite the previous level you were editing. Potentially losing a lot of data (it happened to me, but luckily due to the automatic backup system I only lost a bit for work). [*] Various crash bugs in the editor. [/list] I might have missed some smaller stuff, but this is at least most of it ːcbturretː Hope you enjoy the update, and the updated level! ːdeboostː PS. For anyone wondering, yes, I am also working on Super Cloudbuilt, but as these Cloudbuilt updates can be finished in a much shorter time, and I have been a bit short on time, it has felt rewarding and refreshing to work on these, but with this done now, I really do expect to spend almost all my efforts on Super Cloudbuilt. ːHappyDemiː