1. Hyperstacks
  2. News

Hyperstacks News

Update 0.12.1

[previewyoutube][/previewyoutube]
New Features and Improvements


[h3]Level items now synchronizes with the music[/h3]
Now, certain objects will react to the music by glowing, moving, growing, or doing something else, adding more energy and making levels even more exciting and lively.

[h3]Levels can now setup ambience lights[/h3] separatedly and also independently for combat mode (sky, equator and ground global lights), giving levels much more customization

[h3]New enemy kill particles[/h3]
  • Enemy death particles now fit with the colors of the enemies
  • Enemy death particles are now 3D
  • Death particles now move in the direction of the last hit, killing enemies is muuuch more satisfying


[h3]New hit effect added for weapon attacks[/h3]
  • Slash effects: each melee hit landed on enemies now creates a new visual hit effect, this slash effect's color depends on the color of the weapon
  • Bullet hit effects, each bullet hit landed on enemies now creates a new visual hit effect, this hit effect's color depends on the color of the bullet


[h3]Throwing improvements[/h3]
  • Throwable items now are thrown correctly and keep the inertia from the hands and player.
  • Increased the throw force of throwable items.
  • Increased the precision when throwing items.
  • Lowered the bounce factor of the throwable bomb


[h3]Skins table[/h3] There is a new table in the laboratory where you can change your apearance
(work in progress, skins doesnt work in multiplayer, most skins are placeholder for testing)


[h3]Improved and New NPC modules in level editor[/h3]
  • Module objects for npcs have been redesigned a bit for making them smaller and easier to use
  • Now npc module outputs will output a single sort energy shot instead of remaining active
  • Now active working modules shows an indicatior for easier tracking of working modules
  • Movement module (Changes)

    • Easing option: enable or disable the easing of the movement in the spline for NPCs
    • Now has different rotation settings:

      • None, doesnt rotate the NPC
      • Displacement direction, Looks at the direction of the displacement
      • Only Y axis, looks at the direction of the displacement but only in the vertical axis
  • Animation Module (New)

    • For playing NPC animations (only if they have (Lobb-e doesnt have animations yet))
  • Look At Module (New)

    • Created for exclusive look at interactions with the following options:

      • View target: you can set a point in the world, a fixed direction or the player head for making those npcs look at you
      • Rotation modes:

        • Continuous: makes the character move their head to look at the target, they can move the body too if they need until stopped
        • Single: pose the whole character for be looking straight to that target in a single shot, not continuous, it rotates the whole npc Holder


[h3]Skate and Skate Goal items now are available[/h3] they were hidden, now are available for public use.
these items will be improved in the future, in the meanwhile you can use them now, in the future there will be reactive skate checkpoints for forcing the player to go trough defined paths that reacts when you pass them
  • Added a slight coyote jump to the Skate, for making jumps in edges easier
  • In order to unequip the skate you need to cross the Skate Goal with it


[h3]New level editor skybox[/h3]
  • No more eyebleed from the old anoying super bright sky and better outside levels :)
  • New skybox now adapts its color to the color of the walls making it even better as the enviroment sky color also changes when in combat


[h3]New Level editor music[/h3]
Now the level editor has a total of 3 musics, you may randomly hear the new one while creating levels

[h3]Greenlink features and improvements[/h3]
  • Now hidden greenlink cables can get energized so you can track better how your mechanisms works even if they are set as hidden
  • Logic gates have been redesigned for better understanding and making them smaller
  • Repeater can be configured better now, they have different predefined velocities, and an advanced mode for setting custom waiting times
  • Energized links now also grow a bit for better visual feedback
  • Repeaters now are smoother visually, they will also receive a visual improvement soon


[h3]Removed dark coins [/h3] Dark coins were a feature that caused confusion and added unnecessary complexity to the currency system.
The dark coins were originally added to signify coins without value, but we realized it's easier to understand the system without them.

[h3]Improved the sucction power for floating loot[/h3] making far loot (coins,hearts) to come faster to you when raising your hand

[h2]Other changes[/h2]
  • Now when in the tutorial you can just leave it by returning to the lobby (Tutorial will still loading each time you start the game, so we recommend to complete it so it doesnt appears anymore)
  • Modified the grab origin of the hands, previously you had to grab with the fingers almost, now the grabbing point is closer to the palms
  • Added collisions to the floor of that multiplayer spawn place in the lobby
  • modified the basic model of the base skin of the hand now with 3D fingers
  • Provisional Campaign Mode buttons have been redesigned for fitting better the coming actual campaign levels menu
  • Moved the clock in the menu for better fit of longer version names
  • Green block doors have been redesigned to be simpler and smoother


Bug fixes
  • Adjusted Timed Trigger targets to wait properly when shooting during an active waiting period
  • Resolved issues with Greenlink causing links to disappear when removing a single node after reloading a level
  • Fixed cases where Greenlink nodes were arranged incorrectly after reloading
  • Corrected not appearing death particle effects on Toaster enemy (or how users call it "That-enemy-that-looks-like-if-a-cat-and-a-toaster-got-a-baby")
  • Addressed Combat Knockback resistances in enemies, which were not being utilized at all
  • Fixed knockback forces that were being applied multiple times per hit, causing enemies to be propelled too far
  • Balanced knockback forces for hands' punches and slaps, as well as other knockback forces in the game
  • Resolved a memory leak associated with Greenlink, improving game performance in Greenlink levels and reducing lag spikes
  • Fixed an error that prioritized loading user-created levels over built-in levels by name
  • Corrected a visual bug that delayed the player replay ghost, resulting in inaccurate time measurements
  • Fixed issues with "Retry" and "Restart Level" buttons not appearing in built-in levels
  • Corrected hand rotations in the login scene
  • Resolved an issue that caused subtitles to not look at you properly during the editing of NPC dialogs in the editor.
  • Fixed an issue with animated shaders on standalone devices that caused degradation of their quality over time.
  • Fixed normals from walls, so now global ilumination works better, and pixel lighting on PC seems better (you can enable pixel light on Quest but its not recommended for performance)
  • Fixed a problem with the combat color selection not updating level colors in real time
  • Fixed a problem with some haptics in YVR


Also a lot of small optimizations were made so you can expect a performance improvement in the game


New features that are hidden until release


[h3]New npcs added to the level editor[/h3]
  • Owven
  • Marylink
  • Jumperine
  • Snob


[h3]Player Properties editor item[/h3]
  • Modified player properties block movement option so movement is only blocked while receiving energy
  • Removed the stop input as it is not used anymore
  • Made smaller and simpler


[h3]New music[/h3]
  • The new musics can only be set by developers in the meanwhile until this version fully releases, as they are for highlighting the campaign levels
  • 4 new environment musics and 4 Combat musics


[h3]New Campaign levels[/h3]
There is a whole new Campaign levels selection menu featuring 21 scripted levels with npcs and new features really well integrated to demonstrate the power of the level editor


In progress


[h3]New smaller level data format for easy authoring and even smaller files[/h3]

[h3]Lobby Quests (campaign also)[/h3]
in-lobby missions that will be appearing during the campaign that you have to complete in order to progress on it

[h3]Skins visible in experimental multiplayer [/h3]

[h3]BPMReactionActivator[/h3]
A new Greenlink object that emits energy reacting to the music for synchronizing your mechanisms to the music

[h3]Skate reactive checkpoints for reactive paths[/h3]













[h3]Additionally, Previous unpublished pach notes[/h3]
Patch notes 0.11.1


[h3]New items[/h3]
  • Added Button
  • Added Static green laser


[h3]Performance Improvements (Quest Standalone Only)[/h3]
Hyperstacks now uses Vulkan making the game much more performant, we will still increasing the performance overtime, using ASW (Application space warp) in the coming updates, making the game so performant that may even be able to use PC Graphics wasting less resources and battery
now currently most 120hz levels can work with the graphics quality set at "Medium" which uses Bloom/Glow
anyways we recommend still using "Low" on Quest for now
more performance improvements soon

[h3]Gameplay changes and improvements[/h3]
  • Tracks precision has been improved an optimized, now rails will not let the objects scape on the sides when the speed is too fast, in fact now there is no limit on speed and it wont break.
  • When track points are close the moving objects will not vibrate anymore.
  • Added new moving modes to Tracks, now the modes are Ping-Pong(the earlier default mode), Warp and Clamp(The new default mode)
  • Toaster-cat enemy bullets now bounce once making it a little bit more challenging
  • Grenade bounce restitution lowered from 1 to 0.8 it should bounce a bit less now


[h3]Visual and Sound changes[/h3]
  • Now "High" graphic settings enables the outlines and the pixel lights on Quest (We dont recommend using this optionyet* due to battery and performance impacts)*
  • All Lasers hit particles are now the same size
  • Laser hit particles are now tinted of the color of the laser
  • Configurator line of the level editor has been simplified
  • Lowered default music volume from 70% to 60%


[h3]Bug Fixes[/h3]
  • Fixed a bug that made lights dissapear when setting graphics quality to High
  • Now the track uses their speed as multiplicative value, earlier, they were just overriding its speed using the motor's speed,
  • Fixed a performance problem when removing items from Tracks
  • fixed pushable blocks so they do not overlap anymore
  • Fixed a bug with the moving tracks that made them be active always when having repeaters or any other non-motor items inactive
  • Fixed a bug where sometimes objects in moving tracks stops randomly when reaching a side
  • Green Link lines are not affected by light anymore
  • Fixed a bug where grabbing the balls of the zip lines the player might fall
  • Fixed a bug where Light bridge remains unusable after turning it on out of the level
  • Fixed a bug that let you destroy the look point of the look trigger item


[h3]Breaking changes[/h3]
Activators code needed a refactor, thus this all Green trigger targets(the ones you need to hit to activate) are broken in old levels, they will still working but they will lose their configuration state, for example time or mode
anyways levels were not using to much these configurations for shootable triggers, but we may try to bring back compatibility again if this cause too much problem, meanwhile the new ones will still being configurable without problems











Update 0.10.2


New Features
- Added Basic Teleporter, now you can teleport the player! We skipped The Testing phase of this feature due its pretty basic and we feel its a really needed feature for many level creators
- Now Teleporters and Jump pads will appear Enabled by default, making it easier to make levels with these
- Respawn button on death, this is a really high requested feature, now when dying in a level you will have 5 seconds to choose if you want retry that level
- Numbers on the keyoard, now the level editor keyboard contains numbers, just pressing Shift, will make them appear

Bug Fixes
- Fixed bug where you could pick the string of the bow when this is not equipped yet, causing the bow to permanently break
- Fixed a bug where deleting a connected light breaks the level and everything
- Fixed a bug where the enemy wave editor breaks when entering and completing the edited wave in a level while having that wave editor open causing the entire game to not load levels anymore
- Fixed a bug where the Configuration menus from the items on the level editor remained active after a reload or returning from play mode
- Fixed a bug where if you reload a level or return from play mode while the Combat inventory was active, this inventory doesnt close anymore and remains open along the normal inventory
- Fixed the clock, Now the minutes less than 10 has a 0 in front on the clock
- Fixed high quality settings active on login for android
- Fixed a bug causing the HP not resetting when restarting a level
- Fixed a bug regarding the combat wave editor, where adding an extra wave makes it break before completing it in editor
- Fixed a bug where your HP visual stops synchronisation with your actual HP value after replaying in the level editor when having low HP
- Fixed a problem in the Demo version that made the game demo totally unplayable

Other Changes
- Added a way to mark items as only for devs, this will avoid including dev/earlyTesting only items accidentally on builds. this has been prepared in case we want to mark some users as early feature testers so they may be able to use these
- Changed skate model in order to prepare it for the skins system
- Version number in the hand menu

Extra info and Development State
- The skate board stills in Testing phase, we are doing some improvements and fixes for it, as its a really big change to the game, is expected to take a bit more than what the grappling hook took
- Next updates will be focused on the Shops and skin systems
- The Campaign levels are being made and are planned to be done at the end of the month although it will still needing the in Lobby NPC Quests to be released to the public

Hyperstacks 0.9.1


I'm happy to announce that another update came to Hyperstacks to improve the game.
First of all!... I know I said that 0.9.0 would be the release version, but we have changed this
there is still work needed for the campaign for the game to release, but we have decided a thing that you may like it:
Now instead of publishing a big update every long time, we decided to make more frequent updates, like an update every 2-week minimum
in that way, you can enjoy the game updated and more bugs free and also you will be able to test every new feature without waiting so much
this is what we made with the Grappling Hook!

So from now, this will be this way:
  • We will make updates every week or 2 weeks, fixing bugs and improving the game.
  • If a new feature comes in, we will keep it open for the public for testing on isolated levels
  • Then once the feature is consolidated and well battle-tested it will be part of a new feature update

So the versioning system will be like this now... A.B.C
  • A is currently 0 and will become 1 on the official release
  • B is the feature update, for example, 9 would be this one opening the Grappling hook for everyone
  • C is for bug fixing and testing features that are not open to the public yet in the level editor. sometimes may not start by 0 because some internal fixes


TDLR; There will be more frequent small updates rather than Big infrequent updates


[h3]So let's start telling you what's new on...[/h3]
Hyperstacks 0.9.1



[h2]Grappling Hook and Hookable blocks[/h2]
Now the new key feature of the game apart from climbing is Grappling or whatever you want to call it
Using the new grappling hook integrated into the hand of your character
you can hook yellow blocks and swing like that characters that use vines in the jungle
You can also pull the rope to reach further zones like if it were an elevator
This opens a whole new world of possibilities in terms of movement, it is also fun!

We were testing this new Grappling Hook mechanic in some isolated levels,
and we also got very constructive feedback from the community
so we made these changes to the Grappling Hook during the testing phase:
  • Grappling hook distance has been increased from 4m to 4.2m
  • Added Grabbing buffer (Pregrab) to the Grappling Hook to make it easier and more consistent with the climbing
  • Now only grip release is needed in order to release the hook instead of needing to release both grip and trigger
  • The grappling gun now shouldn't select through walls
  • The sound volume of the grappling hoof modified for comfort, the selection sound has been lowered from 1 to 0.3, and the grappling sound from 1 to 0.75
  • Removed climb sound when connecting grappling hook, this was a bug
  • Hook string origin now is correctly in the ¨hook gun¨
  • Moved the grappling gun origin to a more comfortable position
  • The hook gun has a new 3D model
  • Added Grappling gun spawn and despawn animations
  • Added particle on Hook feedback
  • The grappling Hook gun now reacts increasing its size when a Hookable block is selected
  • Increased the grappling hook line width from 0.26cm to 0.4cm
  • Fixed a bug where the block being hooked keeps big when swinging on it


We hook you like it!




[h2]Level Selection buttons rework[/h2]
We are working on a total redesign of the level selector to make it better for everyone, more solid, and more polished.

Level previews thumbnails in buttons
  • One of the great changes in the community level selection is that now the buttons show the previews of the levels
    Also, buttons now work like the login screen buttons, so they are better than the old ones.


[h3]Other changes:[/h3]
  • Changed the final button of the Goal to be a Buzz press button which is cooler
  • Added party particles when completing the final test level in the lobby
  • Disk weapon visual rework, new trail, and model
  • Added the Team logo on the back of the login screen



[h3]Bug Fixes:[/h3]
  • Fixed a problem with the Green block doors which were more transparent than usual when active
  • Fixed a rendering problem with the selector top buttons that some objects were visible behind them
  • Fixed an issue that let you press the Level Goal button in the editor

Hyperstacks Update 0.8.16

PATCH NOTES FOR 0.8.17
The new update also affects the demo these are the news!

Hello everyone!
I know, I know, it has been SOOO LONG without an update
Let me explain...


[h3]Current developer state[/h3]

Originally I didn't plan to update the game until 0.9.0 is ready (we still working on it), but I don't have as much time as I need
Because I work full time on another game for another enterprise in order to not starve, I do my best every day when I finish my job and get at home, squeezing until the last drop of time and energy.

For that reason, I post more content on weekends as I have more time for Hyperstacks!


[h3]But finally an update!![/h3]

Yes, it is NOT the 0.9.0 yet BUT its getting closer
So I just decided I had to do a little update because the game was getting really outdated, and this way would make it better for advance to the next phase

So let's start telling whats new in this new patch 0.8.17


[h2]WHAT'S NEW:[/h2]

  • Better integration for Index Controllers
    Yes! we listen at your feedback and improved many things, for example now the experience with index controllers is better!


  • Changed how the hp regen works
    Now coins don't heal anymore, just the Hearts
    Hearts have a different spawn rate and probability than coins
    Hearts only will spawn if you need more healing than current heals on the map
    (for example, if you have 9 of 10 hearts, there will not be more than one floating pickable heart)
    this will make combat a little bit more challenging, it has been also designed in this way to avoid the lets-accumulate-a-lot-of-floating-coins-so-when-I'm-low-on-hp-i-can-heal-easily exploit


  • Lava Block!
    This is a new block made to get more OUCH in the game, you can put some together and they will be seamless
    You can almost swim if you move your hands on it, but its really hard and you will get much PAIN


  • Party Blower!
    Give your levels more party feeling with this new thing that makes funny party noises
    As a creator, use it to reward the player when they do things good
    But if you are the player, you just should feel rewarded, yeah... just obey!


  • NPCs in Levels
    Well, there is just one NPC... but the system is prepared for the next coming new NPCs!
    The system may seem a little tricky to use, but I promise it really easy and you can do many things with this.
    The new tutorial level is made entirely using the level editor, with this feature!
    A video tutorial coming soon on our Youtube Channel.
    Currently, the phrases the NPC can say, are limited to the ones created for the game, such as salutations and so!
    But In the future updates, you will have a customizable NPC for you, which you can use to create custom dialogs


  • Water surface (WIP)
    It's like the Lava block but it doesn't hurt you,
    technically you should be able to swim on it, but due to lack of time, the water is not ready yet,
    But hey! you can use it for decorating the levels for now!
    I will make patches more usually after this update so it may be fixed fast


  • Controller Messages
    This new item has been designed to teach the player how to use things in the game
    So you can put a controller message for grabbing,
    and when this is activated, the player will receive a notification in their controller telling him how to use something,
    this is mainly done for tutorial levels


  • Player setup item
    This item was only for developers, but I decided to publish it also,
    This is an item that will let you change player properties, as if the player is immortal, or if it can move at all
    Currently, you can only change the "Can move" option
    But more options will come.
    Use it properly, you could make a player not be able to move,
    be sure to notify the player with a message or something if you stop their movement so they don't feel it weird


  • Look At Activators
    A useful item that activates a point to look at when receiving energy, it also activates other connected systems when looked at.
    You can use it to tell the player something like "HEY LOOK AT THIS!!" but without texts
    Because nobody really likes reading, why are you even reading this!?


  • New Tutorial Level
    Go with Lobb-E (The robot cat) inside a level
    while he teaches you how to do some of the hardest things in the game.... like... walking!


  • New Training Levels in the Campaign Section
    Now the campaign section has the 5... I mean 4 levels you can play to test different modalities of levels
    This section has also the tutorial button if you want to test it again because you love the cat so much
    These levels are present in the Demo version, but this space is designed for the coming Campaign levels of the update 0.9.0


  • 9 Languages Compatibility and Language Improvements
    你好! I hope I have said well... it's supposed to say "Hello"
    So yes, many new languages have been added and now the game has a total of 9 languages
    And now all the menus and text of the game have been translated (Except the level editor (yet))


  • NPCs In Buildings
    Yeah right... the buildings are also something new (at least inside)
    Now you can see the interior of each building, remember those stills in development
    So we just gave just permission to look inside, you're welcome!
    Ahh also the NPCs of each building are inside, so you can see them, they do nothing but some animations,
    Let them relax while they can as update 0.9.0 gets closer


[h3]Coin system rework[/h3]

  • Coin system is now totally different
    From now coins will be accumulated in your account forever
    This has been made this way to prepare the game for the coming Skin content and coin usage


  • Now sometimes dark coins will appear
    Dark coins have no value, the more colored coins you collect in little time the more probabilities are for dark coins to spawn
    Dark coins spawn probability decreases at a rate of 100% hour
    this avoids farming coins in levels and filling the level selector with levels


  • Only Verified levels can give coins now
    Also to avoid coin farming levels spam
    If you want your level to be verified it just has to be fun, with quality enough and should stay at 90fps in Quest2 (you can check the FPS graph in the Experimental settings)
    If you feel your level should be verified, let us know in our Discord
    There are plans for level creators to also get coins when people play their levels, stay tunned


  • You can check how many coins you have at the Museum/Bank (that purple building)
    Where you will see MR.Snobble NPC, and also in front of him is a special floating card, that card represents your current money in the game
    GO GO PLAY AND GET COINS FOR THE FUTURE CONTENT!


[h2]IMPROVEMENTS & CHANGES[/h2]

  • Better Level Lights Management
    Some good changes have been made to the lights
    now you can activate and deactivate the lights
    As there is a limit of 8 lights per level, some big levels with more than 8 lights get them flashing randomly, as the game tries to only render 8 lights, some lights just turn off automatically breaking the level visuals.
    So now you can manually turn On/Off lights on your levels using Green links, to reduce the number of active lights when these are not needed


  • Light balls are now hidden by default for the player
    you can change its visibility using the visibility modifier of the Green Link mode in the level editor


  • Added slight hand jitter filtering for level editor menus
    now level editor menus will see lees jittery, due they move more smoothly
    Go put that block in that pixel you ever wanted it to be


  • Added a cooldown to the green target activators
    to avoid double activations which results in not activating the object when switch mode is enabled


  • The Level Goal Teleporter for getting in and out of levels, or however that thing is called, Now has a new fancier effect than before
    Ahh right, this is because the goal is not an ugly ball anymore, now its a whole level Exit teleport, I don't know how to call those, in order to not make it easily confoundable with the coming teleporters for inside levels


  • Zip lines are now thinner and yellow
    This helps to fit the color meanings of the game


  • Hand menu is easier to spawn now
    usually, for opening the menu you needed to press A or X and then touch a "Menu" tab in the other hand, this has very counterintuitive and not beginner friendly
    So it's been changed how it works now.
    Currently for opening the menu you just need to hold A or X, it will just appear


  • Other small rendering improvements...


[h2]FIXES[/h2]

  • Activatable objects were not saving their state correctly
    You have may experienced, that manually enabled jump pads don't remain active when reloading the level,
    well, that was happening with every activatable object that can be manually activated, so this I Fixed now!


  • Zip lines now store their positions correctly even if you don't modify the tips
    Sometimes when you reload the level you may have seen that the zip/grind lines were not where you left them
    This is fixed now!


  • Light bridges fixed, now they stop where they should
    Sometimes they were trespassing walls and so, not anymore now!


  • Pink Lasers are now Blocked by light bridges
    I think I don't need to explain anything here!


  • Lasers don't receive light anymore
    There was a problem with lasers, that if you put a light next to a laser, it enlights the lasser
    it had no sense and its fixed now


  • Fixed Laser texture transparencies
    Lasers' transparent textures were so big, and you could see lines on the edges when getting close...
    It's hard to explain, never mind it's fixed, why bother?


  • Zipline grind particle is now correctly synced
    lately, the grind particle was getting behind you the faster you go on the zipline, now that particle is ok


  • Other several small and big fixes
    Let's be honest, I don't have so much time for writing this,
    and I also fixed so many things that I don't remember what those are, so I will just say "Other several
    fixes"



Congratulations if you got here!
Now I will say thanks for reading and be good while we still working on this!

As this is a new patch with new content, there will be new bugs, so I'm PRETTY sure you will find some bugs be sure to report them in our Discord!
We are also really open for feedback in there, so don't be shy, just join, chill and give us your feedback... obey!

Hyperstacks demo is ready for Steam VR Fest!

We just updated the demo for the Steam VR Fest so take you VR headset and get fun in Hyperstacks!

If you like what you play dont forget to add it to your wishlist!

The new update also affects the demo these are the news!

You can also join our discord to give us feedback about the game: DICORD

PATCH NOTES FOR 0.8.17


Hello everyone!
I know, I know, it has been SOOO LONG without an update
Let me explain...


Current developer state

Originally I didn't plan to update the game until 0.9.0 is ready (we still working on it), but I don't have as much time as I need
Because I work full time on another game for another enterprise in order to not starve, I do my best every day when I finish my job and get at home, squeezing until the last drop of time and energy.

For that reason, I post more content on weekends as I have more time for Hyperstacks!


But finally an update!!

Yes, it is NOT the 0.9.0 yet BUT its getting closer
So I just decided I had to do a little update because the game was getting really outdated, and this way would make it better for advance to the next phase

So let's start telling whats new in this new patch 0.8.17


WHAT'S NEW:

Changed how the hp regen works
Now coins don't heal anymore, just the Hearts
Hearts have a different spawn rate and probability than coins
Hearts only will spawn if you need more healing than current heals on the map
(for example, if you have 9 of 10 hearts, there will not be more than one floating pickable heart)
this will make combat a little bit more challenging, it has been also designed in this way to avoid the lets-accumulate-a-lot-of-floating-coins-so-when-I'm-low-on-hp-i-can-heal-easily exploit

Lava Block!
This is a new block made to get more OUCH in the game, you can put some together and they will be seamless
You can almost swim if you move your hands on it, but its really hard and you will get much PAIN

Party Blower!
Give your levels more party feeling with this new thing that makes funny party noises
As a creator, use it to reward the player when they do things good
But if you are the player, you just should feel rewarded, yeah... just obey!

NPCs in Levels
Well, there is just one NPC... but the system is prepared for the next coming new NPCs!
The system may seem a little tricky to use, but I promise it really easy and you can do many things with this.
The new tutorial level is made entirely using the level editor, with this feature!
A video tutorial coming soon on our Youtube Channel.
Currently, the phrases the NPC can say, are limited to the ones created for the game, such as salutations and so!
But In the future updates, you will have a customizable NPC for you, which you can use to create custom dialogs




Water surface (WIP)
It's like the Lava block but it doesn't hurt you,
technically you should be able to swim on it, but due to lack of time, the water is not ready yet,
But hey! you can use it for decorating the levels for now!
I will make patches more usually after this update so it may be fixed fast

Controller Messages
This new item has been designed to teach the player how to use things in the game
So you can put a controller message for grabbing,
and when this is activated, the player will receive a notification in their controller telling him how to use something,
this is mainly done for tutorial levels

Player setup item
This item was only for developers, but I decided to publish it also,
This is an item that will let you change player properties, as if the player is immortal, or if it can move at all
Currently, you can only change the "Can move" option
But more options will come.
Use it properly, you could make a player not be able to move,
be sure to notify the player with a message or something if you stop their movement so they don't feel it weird

Look At Activators
A useful item that activates a point to look at when receiving energy, it also activates other connected systems when looked at.
You can use it to tell the player something like "HEY LOOK AT THIS!!" but without texts
Because nobody really likes reading, why are you even reading this!?

New Tutorial Level
Go with Lobb-E (The robot cat) inside a level
while he teaches you how to do some of the hardest things in the game.... like... walking!

New Training Levels in the Campaign Section
Now the campaign section has the 5... I mean 4 levels you can play to test different modalities of levels
This section has also the tutorial button if you want to test it again because you love the cat so much
These levels are present in the Demo version, but this space is designed for the coming Campaign levels of the update 0.9.0

9 Languages Compatibility and Language Improvements
你好! I hope I have said well... it's supposed to say "Hello"
So yes, many new languages have been added and now the game has a total of 9 languages
And now all the menus and text of the game have been translated (Except the level editor (yet))

NPCs In Buildings
Yeah right... the buildings are also something new (at least inside)
Now you can see the interior of each building, remember those stills in development
So we just gave just permission to look inside, you're welcome!
Ahh also the NPCs of each building are inside, so you can see them, they do nothing but some animations,
Let them relax while they can as update 0.9.0 gets closer


Coin system rework

Coin system is now totally different
From now coins will be accumulated in your account forever
This has been made this way to prepare the game for the coming Skin content and coin usage

Now sometimes dark coins will appear
Dark coins have no value, the more colored coins you collect in little time the more probabilities are for dark coins to spawn
Dark coins spawn probability decreases at a rate of 100% hour
this avoids farming coins in levels and filling the level selector with levels

Only Verified levels can give coins now
Also to avoid coin farming levels spam
If you want your level to be verified it just has to be fun, with quality enough and should stay at 90fps in Quest2 (you can check the FPS graph in the Experimental settings)
If you feel your level should be verified, let us know in our Discord
There are plans for level creators to also get coins when people play their levels, stay tunned

You can check how many coins you have at the Museum/Bank (that purple building)
Where you will see MR.Snobble NPC, and also in front of him is a special floating card, that card represents your current money in the game
GO GO PLAY AND GET COINS FOR THE FUTURE CONTENT!


IMPROVEMENTS & CHANGES

Better Level Lights Management
Some good changes have been made to the lights
now you can activate and deactivate the lights
As there is a limit of 8 lights per level, some big levels with more than 8 lights get them flashing randomly, as the game tries to only render 8 lights, some lights just turn off automatically breaking the level visuals.
So now you can manually turn On/Off lights on your levels using Green links, to reduce the number of active lights when these are not needed

Light balls are now hidden by default for the player
you can change its visibility using the visibility modifier of the Green Link mode in the level editor

Added slight hand jitter filtering for level editor menus
now level editor menus will see lees jittery, due they move more smoothly
Go put that block in that pixel you ever wanted it to be

Added a cooldown to the green target activators
to avoid double activations which results in not activating the object when switch mode is enabled

The Level Goal Teleporter for getting in and out of levels, or however that thing is called, Now has a new fancier effect than before
Ahh right, this is because the goal is not an ugly ball anymore, now its a whole level Exit teleport, I don't know how to call those, in order to not make it easily confoundable with the coming teleporters for inside levels

Zip lines are now thinner and yellow
This helps to fit the color meanings of the game

Hand menu is easier to spawn now
usually, for opening the menu you needed to press A or X and then touch a "Menu" tab in the other hand, this has very counterintuitive and not beginner friendly
So it's been changed how it works now.
Currently for opening the menu you just need to hold A or X, it will just appear

Other small rendering improvements...


FIXES

Activatable objects were not saving their state correctly
You have may experienced, that manually enabled jump pads don't remain active when reloading the level,
well, that was happening with every activatable object that can be manually activated, so this I Fixed now!

Zip lines now store their positions correctly even if you don't modify the tips
Sometimes when you reload the level you may have seen that the zip/grind lines were not where you left them
This is fixed now!

Light bridges fixed, now they stop where they should
Sometimes they were trespassing walls and so, not anymore now!

Pink Lasers are now Blocked by light bridges
I think I don't need to explain anything here!

Lasers don't receive light anymore
There was a problem with lasers, that if you put a light next to a laser, it enlights the lasser
it had no sense and its fixed now

Fixed Laser texture transparencies
Lasers' transparent textures were so big, and you could see lines on the edges when getting close...
It's hard to explain, never mind it's fixed, why bother?

Zipline grind particle is now correctly synced
lately, the grind particle was getting behind you the faster you go on the zipline, now that particle is ok

Other several small and big fixes
Let's be honest, I don't have so much time for writing this,
and I also fixed so many things that I don't remember what those are, so I will just say "Other several fixes"



Congratulations if you got here!
Now I will say thanks for reading and be good while we still working on this!

As this is a new patch with new content, there will be new bugs, so I'm PRETTY sure you will find some bugs be sure to report them in our Discord!
We are also really open for feedback in there, so don't be shy, just join, chill and give us your feedback... obey!