XaiJu
CarrotsCritters
CarrotsCritters

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TFOL v0.099b (lollll) SCREEN SIZE SUPPORT!

WOOHOO! We've got a VERY solid foundation on our resolution support! This was one of the last biggest things we've been wanting to have ironed out before going ahead with Act 1's official release! 

It's important to have these larger support systems in place before our "legit debut!" So thank you all for being patient :>

Get it here! 

0.099b Major Features:

- Pixel perfect resolution scaling and wide/ultrawide aspect support. (This means the artwork is no longer cut off at the edges on narrow monitors, the game works on wide monitors, and the game will have crisper looking pixels on most monitors!)

- Resizable game window when playing in windowed mode (toggle windowed mode from the Options menu)

- Squirrel sex scene dialogue! (when played through the game world, dialogue is hidden during Gallery scene playback)

- Lake and river ambient audio!

- Revised swim behavior (feels more natural now)

- Reworked interactions at the beginning of the gator crossing scene.

More polish and bugfixes. Highlights include:

- More readable text in fast travel dialogue.

- Can dashroll through doors and NOT through the back wall of the bunny stump doorway. <.<

- Can no longer see the top of Penny's takeoff plume when dashrolling up after fast travel.

- Fast travel bell closer to perch, camera zoom fx when calling Penny.

- Flashing glow on powerups to make them easier to spot.

- Player response options menu is more responsive. (Previously you had to wait a moment before changing/selecting options)

KNOWN BUGS:

- Rarely, can see bright gray or infinite-mirrors effect at screen edges with new pixel perfect scaling. Infinite mirrors goes away when the window is resized; still investigating the bright gray.

- Some music skips slightly when looping. (We'll be re-exporting those tracks)

- Inventory selection sound plays too loud when inspecting equipment cells.


--MOVING FORWARD--

Okay, so a few big things. 

Our monthly builds will just be delayed a day to be the first few days of the month, rather than the last. It's a very small change, but on certain releases (like this one) - we get AWFULLY CLOSE to the end of the month, and the start of a new billing cycle.

Releasing earlier in the month will be nicer to our friends in other countries that are many hours ahead of us!

It'll also ease a bit of stress on us if we're running a bit later than planned!

So moving forward, we will release builds on the 1st - 3rd of every month now.  

We figured this month will be a good one to make this change, since Act 1 is PROOBABLY debuting in the next few weeks.

We're HECKIN CLOSE. We've got a bit more polishing, and need a few more tutorial things in place, but it's very very close now. 

Once Act 1 is out, Vixel will be spending a lot of time cleaning up spaghetti code, but we'll also be plugging away adding in new content finally! I've been making more assets in preparation to hit the ground running when the time comes. including new animations! (i'll post a sneak peek soon!)

As I mentioned before, we've got a new music guy, and I'd like to more properly introduce him to y'all! It'll be great to show you what he's been working on, but I think he wants to have a pseudonym haha. So once that's all figured out, we'll have proper welcomes! I'm very excited for you guys to hear what he's been cookin' up!

--

OK! That's it for now! Keep your eyes peeled for more sneak peeks in a sec!

Thanks so much for your support <3!

TFOL v0.099b (lollll) SCREEN SIZE SUPPORT!

Comments

I'm assuming that this is a 32-bit application, so it's not compatible with MacOS Catalina? I think it's incredibly stupid that they ended all support for 32-bit apps...

IAMFYNE

gonna be so exited once act 1 is releases and finished ^_^

miko pup

Spaghetti code. This meatball remembers diving into that kind of sauce covered mess, back when I was learning basic for the C 64, and Basic, Basic A , Q-Basic, Dark Basic Pro for the PC, and into some C++ code with Dark GDK, before getting into a little C# for Unity. Very hard to debug. There was a few times I had to restart my code from scratch, due to not being able to find the issue. However, sometimes, a full rewrite may make me rethink what I made and was able to make it better after. I think I will wait until Act 1 is finished before replaying this game again. Can't wait. ^.^

GFHCDK76

*POGGER INTENSIFIE*

NUHOSEEL


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