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Vibrant Venture News

Beta Patch 1.5.1

A new patch has been released for Vibrant Venture.
See the changelog below for details.

- Updated the lighting engine
- Upgrades can no longer be used in custom levels made with the Level Builder
- Fixed the "Enable Assist Mode" tooltip text cutting off in the Assist Mode menu
- Fixed the cursor disappearing after inactivity inside the Level Builder

Beta Update 1.5 - Assist Mode + Yogscast Jingle Jam!

Hello everyone!

Today, we have a very special announcement and update for you all.
We will be teaming up with the Yogscast for the 12th annual Jingle Jam to help raise money for charity!

Jingle Jam is the world's biggest charity gaming event coordinated by the Yogscast which starts on December 1st and runs for 2 weeks. During these two weeks, the Jingle Jam raises money through livestreams on Twitch. Anyone who donates $35 or more will be given a collection of games in return, which includes Vibrant Venture this year!


You can read more about the event here.

To further show our commitment to help less fortunate people, we've been working hard on adding a new mode to Vibrant Venture that should make the game accessible to everyone, even those who suffer from disabilities; we are happy to present Assist Mode!

This is a new mode you can turn on via the pause menu in the game, which gives you access to a variety of different game modifications that contribute towards an easier gameplay experience.
These modifiers include hazard protection, death pit recovery and infinite abilities!

Check out the new devlog below for more details!
[previewyoutube][/previewyoutube]

Changelog:
  • Added Assist Mode
    • Added a new Assist Mode menu accessible through the Pause Menu
    • Added three Assist Mode modifiers: Hazard protection, death pit recovery, and infinite abilities
    • Added a new level button graphic for when the level was cleared with Assist Mode enabled
    • The level entrance prompt graphic will now be tinted blue and show the Assist Mode icon if the level was cleared with Assist Mode enabled
    • Save files in the Title Screen now feature the Assist Mode icon if at least one level was cleared with Assist Mode enabled
  • Added controller support to the Level Builder
  • Added object weights to the Level Builder
    • The object limit is now based on the weight of all the objects in a level rather than the number of objects
  • Updated the picker tool in the Level Builder
    • It now copies object properties allowing cloning of objects
  • Updated the Totals menu
    • Levels cleared with Assist Mode enabled feature the Assist Mode icon and are tinted blue
    • The menu now resizes dynamically based on the number of levels on a given page
  • Adjusted the level geometry in the first and third sections of 2-2
  • Adjusted the level geometry in the final section of 2-C
  • Fixed bugs
    • Fixed a tile error in 3-1
    • Fixed a tile error in 1-1
    • Fixed a rendering issue with the Laser Beacon beams
    • Fixed using the Homing Attack on a Leafly causing an error if the Leafly despawns during the attack animation
    • Fixed Banana's Ground Slam not killing vertically extending Bramble Boppers
    • Fixed missing decoration at the end of 2-3
    • Fixed being able to pick up fairies in the Level Builder after exiting playtesting
    • Fixed exiting playtesting during the damage knockback animation causing the player to remain invincible when entering playtesting again
    • Fixed an error in the Leafly ground detection sometimes causing the Leafly to simply walk off edges
    • Fixed exiting playtesting while on a hook causing the player sprite to remain offset until landing on the ground
    • Fixed being able to clip through the ground using stairs
    • Fixed being able to clip through ceilings by Vine Stabbing on top of a Bramble Bopper's head
    • Fixed being able to clip through lasers using hooks
    • Fixed being able to clip through the wall in 3-4's challenge section
    • Fixed camera snapping in 1-C, 2-C, and 3-4


Have fun!
- Pattrigue

Beta Patch 1.4.2

A new patch has been released for Vibrant Venture featuring fixes to the Level Builder as well as a small quality of life improvement.

See the changelog below for details.

- The game now prompts for verification if you attempt to play a level while having unsaved changes on a custom level
- Fixed the enemy face direction property not being applied correctly, causing enemies to always face right upon playing a custom level
- Fixed renaming a previously uploaded custom level causing the game to lose track of the Steam Workshop item reference (only applies to new levels or reuploaded existing levels)

Beta Patch 1.4.1

A new patch has been released for Vibrant Venture fixing a number of bugs and issues in the Level Builder.

See the changelog below for details.

- Grumbats can now hang from single tiles and no longer requires 3 ceiling tiles
- Fixed placing tiles next to Laser Beacons causing the Laser Beacon to be removed
- Fixed the hotbar inside the Item Selector menu not resetting when creating a new level
- Fixed enemy sprite flipping in the editor not always matching the spawned enemy's horizontal sprite flipping
- Fixed exiting the waypoint editor while dragging a waypoint not resetting the waypoint position
- Fixed 2x2 tile decorations sometimes appearing on slope tiles
- Fixed the death counter incrementing inside the Level Builder
- Fixed dying while inside a Character Barrier causing an error
- Fixed changing the face direction of a Leafly from left to right then back to left causing the Leafly to be unable to move
- Fixed Leaflies sometimes not taking damage to Brachin Goo walls
- Fixed being able to clip inside ground tiles using by placing a slope that goes into a ceiling
- Fixed being able to clip inside ground tiles by slide kicking while on top of a vertically moving platform

Beta Update 1.4 - Happy Halloween 🦇

Hey all, and happy Halloween! 👻

For the past month, I have been pushing out frequent updates to the Level Builder. These updates all contained new features, improvements, and fixes. I decided to intentionally roll out these features in frequent, smaller updates to iterate upon them and gather feedback quickly while keeping the Level Builder fresh and exciting!

Today, I'm releasing the final update of the month - Beta 1.4! That means all these features are all available on Steam right now! These four smaller updates together have contributed towards what I like to call the next major version of the Level Builder - version 2.0 - because there's so many features and improvements since the first public version released last month!

I've tried to prioritize adding the most useful and highly requested features. Check out this trailer showing most of the new features added in Beta 1.1 - Beta 1.4, the four Level Builder updates released throughout October 📅

[previewyoutube][/previewyoutube]

Thank you all for the feedback and suggestions so far, it has been very helpful!
Enjoy, and happy building! ♥

- Pattrigue

Changelog: LEVEL BUILDER:
- Added procedurally generated tile decoration
- Added One-way Platforms
- Added Grumbats
- Added customizable shortcuts for build tools and commonly accessed menus
- Updated the Control Mapper UI: It now features a new, more readable layout, and a category for gameplay and Level Builder bindings respectively
- My Levels menu now opens automatically upon first entering the Level Builder
- Fixed slope tiles sometimes showing visual artifacts
- Fixed being able to create slope peaks
- Fixed slope corners connecting to tiles in a different brush
- Fixed the checkmark icon in the Theme Selector menu not resetting when creating a new level
- Fixed the hotbar not resetting upon creating a new level

GENERAL:
- Implemented a custom trigger system to prevent phasing through Character Barriers on lower framerates
- Updated the sound system to prevent unpleasant, loud sounds caused by the same sound effect playing multiple times on the same frame
- Rewrote the camera's vertical movement; it is now smoother and no longer as snappy
- Fixed the white flash during a lightning strike in the intro cutscene rendering above the pause menu