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custom levels

Level Design Contest - $20 Steam Card

There's still time left to grab that Summer Sale cash!

There's still time left to grab that Summer Sale cash!

Only a couple days left to enter the Level Design Contest!

1st Place Prize is a $20 Steam Gift Card plus some sweet DLC keys.

Other prizes for 2nd and 3rd runner-ups.

Only a handful of entries so far in this brief contest, so odds are good!

DEADLINE JULY 2nd

------Check out the details here-----

Workshop Menu 2.0

Search, sort, save, subscribe and play with ease!

Search, sort, save, subscribe and play with ease!

The Community Tracks menu just got a major overhaul!

Now you can do all of the following with Steam Workshop levels, directly in-game.  

  • Sort Levels by: votes, trending, subscriptions, newest, installed, and your own creations
  • Search by Text
  • Vote levels up or down
  • Add to your Favorites list
  • One-click Subscribe/Un-subscribe
  • See Stats for each level (votes, subs, favorites)

Personal Best Times are still shown for each track (so you can easily see what you have played already and to compete with friends), but the Vehicle Class icons have been removed due to lack of space.  Level Descriptions have been increased to 256 characters.  Longer descriptions are still shown in full on the Steam Workshop website though.

Overall, this should make finding, sharing and playing new Workshop levels super fast and easy, and keep new stuff from being buried.

Localization Update

Chinese and French translations have been reviewed and improved.  Spanish and Turkish human translation improvements will be added soon too.  I'm sorting through some other submissions as well, so please be patient if you do not see your submissions shown in the game right away.

All Localization updates sync to the Google server once per week.

Translators

I began adding the Level Editor Categories and Objects to the Localization Document.  It's a fairly long list, so it's only about 70% done right now.  I marked new text added to the Localization Document in yellow, under the "Key" column.  (Items with "_ObjectMap" at the end are the most important.  Others have image icons.)

Bug Fixes and Minor Stuff


- Fixed bug that sometimes caused music to stop when returning from Community Tracks.
- Fixed some static text that was not getting localized.
- Made blood splatter "flat" due to poor gloss reflection issues and artifacts on some graphics cards.

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.