Viewing entries tagged
bug fixes

Xbox Patch Released

A new patch for the Xbox version has been released this week.

This patch fixes the very annoying “message prompts bug” that caused annoying system debug messages to suddenly pop-up on screen during gameplay. All Achievements should work now too, but you may have to re-complete the relevant challenges to unlock the broken ones.

Due to the nature of the issue, it’s a rather large download (around 2GB). This isn’t a bunch of new content. It just replaces core files.

v1.0 Progress Update + Control Improvements & More

Major control improvements are ready!

Major control improvements are ready!

I just released a small update to improve controls and patch bugs until the v1.0 release. 
Also, everyone gets their own personal butler!

Version 1.0 Progress Update

I'm currently working with the awesome people at tinyBuild to do proper Quality Assurance, Optimization, and Console Porting for the huge v1.0 release.

Guts and Glory version 1.0 will have a simultaneous release on PC and Consoles this Summer, and will include a TON of new content.

This means that the quality of the end product will be much better! However, it also means that the PC version won't be ready in late Spring as I initially planned. Instead, everything will release at the same time, but at better quality.

I apologize for the delay, but I really don’t want to half-ass the release from Steam Early Access. The end-result will be worth the wait!

In the meantime, I'm working on a couple fun surprises to hold us all over until then....

Break those Leaderboard records with improved controls and rocket boost!

Break those Leaderboard records with improved controls and rocket boost!

Vehicle Control Update

Several of the vehicles have been given a major physics and control overhaul!

You’ll notice the biggest changes on the ATV, car, truck and motorcycle, and minor adjustments to the other vehicles. They all handle much, much better and still maintain their power and wheel frictions so that they don't break any existing level designs. (Flying vehicles are still undergoing some changes.)

Oh, and the Boost works like it’s supposed to now. This should help out with breaking those Leaderboard records too 😉

Please let me know what you think of the new vehicle controls in the comments below.

Bug Fixes

- Fixed bug that caused "Loading" overlay to block menu buttons if Steam Leaderboard update timed out, causing user to force quit application.

- Fixed bug that caused Chapel Hill (and a couple other levels) to crash the game on some Macs.

- Annnd fixed several boring, little things. (Note: Settings may be reset for some players due to these changes.)

Wear the Black Top Hat to summon the Butler

Wear the Black Top Hat to summon the Butler

Summon Your Personal Butler!

Also, The Butler ride-along character has now been unlocked for everyone!

Simple wear the black Top Hat (won by completing all of John & Jimmy’s levels), and your personal butler will be summoned.

He lives to please, but do be careful… he’s quite fragile in his old age.

Loads of new content coming this Summer (+ other surprises until then)

Loads of new content coming this Summer (+ other surprises until then)

More to come!

I’ve also got more surprises in store between now and the big launch day, so stay tuned for update announcements!

v0.5.2.2 patch + Music Box

35 glorious tracks

35 glorious tracks

The Level Editor now has a Music Box!

This means you can finally add background music to your Community Tracks.

Just drag-and-drop the Music Box object into your scene and select a song. If the player comes within 30 meters, the music will automatically play!

Place at the Start Point if you want the song to play immediately.

Place Music Boxes at different points along your track to change the mood!

There's a total of 35 songs to choose from so far:

  • Roarin Good Time
  • Casual Day
  • Casual Afternoon
  • Dreams of Glory
  • Speed Metal Mayhem
  • Clockwork Princess Carnage
  • Pep in Your Step
  • Treacherous Trail
  • Road of Your Dream
  • Glory Run
  • Sandbox
  • Heroic Quest
  • Adrenaline Drums
  • Magic Movie Boy
  • Strange Family
  • Creepy Motel
  • Restless Sunset
  • Redneck Joyride
  • Industrial Cowboy
  • Psychedelic
  • Sundae Reggae
  • Syncope
  • Funk It
  • Throwback
  • The Streets
  • Fight to the end
  • Chiptune Happy Go
  • Platform Action
  • Loopy Dooper
  • Excuse Me
  • Family Field Trip
  • On Our Way
  • Plucked Away
  • Prepare for Battle
  • Timeless Hero

There's a wide variety of tracks to choose from, including themes such as happy-go-lucky, speed metal, country, funk, horror, action movie and more!

Add music to your existing levels and make them even more glorious!

Patch Notes

This update fixes some bugs as well:

  • Fixed the "X" and "return" buttons on the Community Tracks pop-up menu and Character Select menu
  • Fixed Hat selection GUI aspect ratio bug that caused some Characters to be unselectable at square/portrait aspect ratios
  • Fixed bug that causes Community Tracks pop-up menu to freeze/become non-interactive for some players
  • Removed Larry from Yang tracks (unfair time advantage)
  • Hid News text on Main Menu when level selection screens open
  • Un-pausing the game now auto-closes the Community Tracks pop-up
    menu
Twitter header

Twitter

Follow me on Twitter to get the latest updates, #gamedev work-in-progress previews and other nerdy nonsense.

#GutsAndGlory   #GaG

v0.5.0: Achievements, Rewards, and Larry's Hardcore Challenges

LAZERRRRZZZZ!!

LAZERRRRZZZZ!!

Version 0.5 has been released upon the world!  

Now you can earn Steam Achievements, view some basic Stats, unlock sweet Hats for your main characters, and brave the crazy aerial challenges of Larry and his rocket lawn chair!

Gotta catch 'em all!

Gotta catch 'em all!

ACHIEVEMENTS AND STATS

Steam Achievements, Stats, and in-game Rewards have arrived, and even more will be added in the future!

- Added 15 Steam Achievements (11 standard + 4 hidden)
- Added a handful of Steam Stats (local & aggragate global)
- Made Achievement unlocks retroactive where possible (ie-you don't have to re-complete tracks to unlock Rewards; forced level skips do not count)

NOTE: Steam Cloud Saves not yet supported; all track times are saved locally. 

Larry, lookin' like a stud in his Viking helmet

Larry, lookin' like a stud in his Viking helmet


UNLOCK REWARDS

Each Achievement is linked to an in-game Reward (Hats), so you can show-off your accomplishments with some sweet new headgear, and maybe other in-game items in the future.

Kickstarter backers at applicable levels will also receive their exclusive Wacky Hats Pack soon too!  (I just gotta figure out how Steam's in-game item system works first....)

Prepping the new SmartBomb launcher

Prepping the new SmartBomb launcher


LARRY'S HARDCORE COURSES

Larry is ready to compete at last.  Prepare yourself for some hardcore rocket-powered challenges!

- Added 7 Official Tracks
- Built in a brand new map: Lucid City

Larry and his rocket lawn chair are finally out of the prototype stage, but it's still unruly vehicle (it is just 4 rockets strapped to a chair, after all).  It will definitely take some practice and skill to master this unique character and his deadly courses.  If you have any troubles don't fret, more Class F characters will be added later, with easier controls and handling.

SUPER IMPORTANT TIP:  use the "Roll" buttons to turn Larry in the air!

Larry Improvements:
- Improved automatic camera rotation issues when vehicle is at extreme angles; general camera and control improvements
- Increased rocket power, for more responsive control
- Increased character's strength; can survive impacts and landings more easily
- New voice audio; Larry finally has a real voice!
- Removed "prototype" status

zzzZZZZZ-BLAT!!

zzzZZZZZ-BLAT!!


MOAR GIBS PLZ. OKAY!

Blood and gore FX for major body parts has been improved even more.  Added dynamic blood spray when major parts are dismembered, as well as little meat chunks and bone fragments for even more satisfying and bloody damage.

Too much?  No worries... a setting will be added later for adjusting blood amounts.

NEW HAZARDS

Eeeezy peeezy

Eeeezy peeezy

Death Lasers

You requested lasers, you got lasers!  These deadly red beams will instantly heat any flesh they touch to an exploding point!

These don't target the player directly, but instead point in a fixed direction or rotate in a predictible manner.

Larry's own invention may be his downfall

Larry's own invention may be his downfall

Reflector Rays

These experimental death beams were originally invented by Larry himself, but when he went off the deep end, his brother and arch-nemsis, Harry, stole the credit and the glory.  Now Larry's own invention is being used against him!

Watch out when you see one of these.  They can be reflected up to 100 times off of specific surfaces and shoot 3 times farther than red beams.

But they look so happy :)

But they look so happy :)

Smart Bombs

Another product of Larry's genius, these rocket-powered explosives will seek out their target and then lock-on when within range, exploding after a designated time.  When you start to see them flash red you better get out the way!

Well that one's gonna hurt...

Well that one's gonna hurt...


GENERAL IMPROVEMENTS / BUG FIXES

Improved Control Mapping system:
- Control elements can now be assigned to multiple inputs (click "Add" instead of "Replace" when re-assigned inputs)
- UI navigation elements can now be re-assigned as well.

Community Track Menu Improvements:
- Community Tracks Menu now pops up immediately in-game; removes unnecessary load time.
- Fixed bug that caused Community Tracks filter to stop working after using "Change Track" or return arrow buttons from Pause Menu in Community Tracks.
- Improved controller/keyboard navigation for the new Community Tracks menu (still needs more work)

Other Bug Fixes / Improvements:
- Fixed language settings menu bugs
- Fixed bug that caused music to restart during respawn, instead of playing continuously.
- Removed "Main Menu" button from Pause Menu during Level Editor "Quick Play" mode.
- Fixed Chapel Hill terrain bug that caused blood splatter to not show and crashes/missing terrain on some machines.
- Replaced custom road shaders with more performant standard shaders.
- Minor improvements to "smart cam" predictive movements for all vehicle classes
- Added 30+ Hats, which will be linked to new Achievemnts over time.

Localization:
- Finished adding remaining Level Editor Objects to localization system (ATTN TRANSLATORS: only terms ending in "_ObjectMap" are important; others are optional, since they also have image icons).
- Assorted language edits

NOTE: Localization updates will be minimal during Early Access, since everything continually changes.  Localization will be given a final, major review and update when the game nears completion.

Lucid City sunset

KICKSTARTER REWARDS

Now that we've reached v0.5, work on the remaining Kickstarter Rewards is about to kick off soon!

I'm learning how Steam's in-game content unlock system works so I can set this up properly (rather than just sending out generic codes that anyone could use).  As soon as I get that figured out, I'll setup the Wacky Hat Packs, Golden Crowns, and the Golden Bicycle Rewards.  Once those are out, I'll be reaching out to each of the high-end backers to start production on the final, Custom Rewards and Halls of Glory content.

v0.3.8: Physics Materials and Level Editor Improvements

Today I'm uploading the first update to Guts and Glory on Steam.  Man, that feels good to say!  This update brings a host of new features and bug fixes to the Level Editor.

Beta Branch (IMPORTANT)

Going forward, if you want to access the very latest build of the game, you'll need to opt-in to the Beta branch on Steam.  It's super easy to do.  Just go to your Steam Library, right-click Guts and Glory, then go to Properties and select the Beta tab.  Detailed instructions here: http://steamcommunity.com/sharedfiles/filedetails/?id=182912431

If you wish to wait until updates have been tested more before installing then don't do anything.  You'll receive updates automatically about a week or two after they've been battle tested by others.

Physics Materials

All Building Blocks and Physics Blocks now have a Materials option in the Level Editor.  Each Material will change the texture, mass, drag, and other physics properties of your Block.  Turn a Block into Metal and it be behave like a heavy hunk of metal.  Turn it into Rubber and watch it bounce across the screen.  Turn it into Foam and it will be light and fluffy.  Making a Block larger or smaller will also change its physics behavior.  The goal here is to create something similar to Little Big Planet's materials system.

Materials also affect wheel traction on vehicles.  Plastic is a little slippery, and "Grippy" material behaves like grip tape on a skateboard.  Each has its own nuances.  Audio and particle effects will be added later.

Now you can make giant metal rolling balls of death, falling stone spikes, foam pits or a ton of other creative stuff.

More Materials will be added in future updates.  I just have to figure out a more efficient system of adding them first--currently I have to update each Block manually.

Snap-to-grid mode is brand new and just a little buggy

Grid Snapping

I got several requests for this feature.  You can now turn global grid snapping on/off in the Level Editor by pressing the Grid Snapping button in the top ToolBar.  This will shift any item you're editing to the closest 0.5 meter increment, making it a lot easier to line-up objects or fine tune your tracks.

This currently only works with the Move tool.  Rotation, and maybe scaling, to be added later.

Checkpoint Manager: those little colorful circles in the lower left corner

Checkpoint Manager

The Level Editor now has a Checkpoint Manager in the lower left corner of the screen.  As you add/remove Checkpoints, this will show you how many you have on the map.

Click any of the Checkpoints to make it your temporary Respawn Point.  Next time you press the Quick Play button, you'll automatically start from that Checkpoint instead.  This will make play-testing your levels much faster and easier.  (Shoutout to Kr4zy Z4ch for the recommendation.)

The Checkpoint Manager also ensures there are no missing Checkpoints before the level can be uploaded to the Workshop.

Hazard Glitches

Saw Mills, Hanging Hooks, and Wrecking Balls are now static during level editing, for easier handling.  The ropes no longer spazz out if they pass through other objects during editing, and saws don't break apart.  In general, moving objects around is much less glitchy.

Landmines

Landmine bugs should be fixed now.  There was an issue causing them to sometimes spontaneously explode for no reason the first time you enter a Community Track.  

Another bug caused them to sometimes fall through objects during editing.  To fix this, landmines are now static during editing, so you can manipulate them just like Blocks.

Landmine textures have been changed to bright yellow and red.  They were way too hard to see on grassy maps.  They still only have a red glowing light in the dark though.

Landmines now have a Sleep mode.  Yes, this means you can put them on walls, ceilings, or suspended in the air.

GUI Improvements & Death Bugs

There is now a "Next Track" button for Official Tracks.  I ran into issues with adding this for Community Tracks, so that will have to wait until another time.

Bugs such as the play mode HUD ("Ready? Go!") getting stuck on screen, disappearing buttons, and stretching for some aspect rations should now be fixed.  Also, animations have been removed from file menus in the Level Editor to speed things up.

There was also a bug that sometimes caused the game to think the player was dead after a respawn.  This should be fixed now as well.

Falling into infinity is no more!  Going off the map will auto-respawn your character now.

More Materials will be added in future updates... any requests?

Other Improvements

Thanks to your feedback I was able to track down and stomp out several bugs and make other improvements.  Finish Point flags should stay up better, some difficulty curves have been improved, fences are stronger, skids marks work slightly better, and headlights now automatically turn on at night.

Change Log

Going forward I will also start posting my development change logs, for those of you that like to see all the details.  (That 4th number is just my internal versioning system.)

v0.3.8.1
Added basic Music & Global Volume control sliders, under Settings Menu.  (Does not save settings to PlayerPrefs.  Temporary solution that will be replaced by more comprehensive Settings and Audio systems.)
Added global grid snapping mode.  On/off button in top toolbar.  (Does not yet work for rotation or scaling.)
Added Materials options to Building & Physics Blocks.
Materials change the Texture, Friction, Mass, and Drag of the Block.  (Audio feature will be added later.)
Scaling Physics Blocks now changes the total Mass of the object (ie- larger physics objects are now heavier and slower than smaller objects).
Materials on Physics Blocks affect Wheel traction, audio, and particle fx.
Reduced ToolTips pop-up time for 0.5s to 0.4s.  (Will later add Settings option to turn on/off, plus Tutorial/vidoes.)



v0.3.8.0
Fixed SawMills glitching/breaking during level editing.
Fixed Wrecking Ball rope glitching/breaking when intersecting other objects during level editing.
Fixed Hanging Hook rope glitching/breaking when intersecting other objects during level editing.
Fixed LandMines exploding unintentionally when starting some levels first time.
SawMills, Wrecking Balls, Hanging Hooks, and LandMines are now static during level editing, for easier handling.
LandMines now have a physics sleep option.
Changed LandMine texture to yellow and red for better visibility.
Slightly reduced odds of floating skid marks; may need to replace with new system in the future.  Low priority.
Improve Finish Point flags so they are less likely to fall over in Community Tracks.
Made fences a little stronger and less likely to knock down other segments.
Headlights now automatically turn on/off by default for night/day.
Falling out of level boundaries automatically respawns at last checkpoint.
Removed pop-up menu animations to speed up workflow in Level Editor.
Reduced difficulty of Whiplash level to improve difficulty curve.
Added "Next Track" button for Official Tracks.
Added an unlock override feature in case someone gets really stuck on an Official Track.  (Hit Next Button in Pause Menu 4x.)
Added "Respawn Selector" GUI in Level Editor.  Quickly see how many checkpoints you have, and easily spawn at any of them for play-testing.
Added system to check for gaps in Checkpoints before they can be uploaded to the Workshop.  Helps to ensure level can actually be completed.