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Voxelgram 2 News

Update #3 - Single Color Toggle, performance improvements

[p]This update summarizes several changes made over the past few days. The most visible and likely the most important is the new toggle in the main menu that allows you to turn multicolor hints on or off.[/p][p][/p][h2]Changes[/h2]
  • [p]Added single color toggle to the main menu.[/p]
  • [p]Single color mode now behaves more like in the original game - you no longer need to paint every block.[/p]
  • [p]New option to disable mouse/touch interaction for painting. Ideal for stylus + gamepad playstyle.[/p]
  • [p]Improved performance when slicing puzzles for the first few times.[/p]
  • [p]Optimized block removal effect.[/p]
  • [p]Various rendering adjustments to improve performance.[/p]
  • [p]Updated Unity engine to a newer version - this is the reason for the larger-than-usual patch size.[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed an issue where the zoom scale setting wasn't saving properly.[/p]
  • [p]Blue color was still enabled in single color mode.[/p]
  • [p]Corrected a few typos in puzzle names.[/p]

Update #2 - 82 Voxelgram DLC1 puzzles and bugfixes

[h2]DLC Puzzles[/h2][p]82 puzzles from the Voxelgram DLC are now available in Voxelgram 2 if you own Voxelgram, even if you don't own the DLC. However, you'll still need the DLC to play them in the original game.[/p][p][/p][p][/p][h2]Bugfixes[/h2]
  • [p]Workshop in rare cases could crash the game[/p]
  • [p]Rebinding input to key without dedicated sprite lead to UI glitches[/p]
  • [p]Touchscreen would sometimes glitch and detect a ghost finger[/p]
  • [p]Restarting puzzle without making move wasn't saved properly[/p]
  • [p]Fence from "Apiary" diorama was not solvable in single color[/p]
  • [p]Workshop puzzle importer was not updating puzzles properly after changes in .vox file[/p]

Update #1 - Changes Based on Next Fest Feedback

[p]Thanks to everyone who took the time to share feedback, report bugs, and highlight confusing or incomplete sections. This really helps me improve and polish the game before the August release.[/p][p][/p][h2]Features[/h2]
  • [p]Line highlights will now match the color of the hints on that line. This should help with issue where on larger puzzles it was easy to miss hints that were not visible or far away from cursor. This can be turned off in settings and colors can be tweaked.[/p][p][/p]
  • [p]Updated tutorial. New chapter was added to focus on multi-color blocks, how they work and how to deal with them. Existing steps wording was updated to be a little more precise, some steps were removed. Hopefully tutorial is better now. [/p]
  • [p]Camera zoom has been modified to be a little more dynamic. It will zoom in and out more often to make better use of the screenspace. This can be disabled on settings, look for "dynamic zoom" checkbox.[/p]
  • [p]The currently selected tool is now shown at the top of the screen for easier tracking. This can also be toggled off in the settings.[/p]
  • [p]"Next puzzle" button will now take next puzzle, relative to last played puzzle instead of first puzzle that wasn't completed in diorama.[/p]
  • [p]Added buttons to reset input and color settings to default.[/p]
  • [p]New HSV-style color picker, with a hex code input field for better color selection.[/p]
  • [p][/p]
[p][/p][h2]Bugfixes[/h2]
  • [p]Maximum camera zoom slightly decreased to prevent corner blocks from being obscured by the measurement tool or going off-screen.[/p]
  • [p]Leaving a keyboard action unbound no longer breaks keyboard controls.[/p]
  • [p]Changing color settings of blocks required game restart or block repainting.[/p]
  • [p]In cases where block can be removed on multicolor line, both hints will now have move highlight instead of just one of them. [/p]
  • [p]Vertical axis rotation now behaves consistently between gamepad and keyboard controls.[/p]
  • [p]Few small fixes for translations,[/p]
  • [p]Clicking on hidden layers was still registered as input and resulted in changes on block that was closest to the layer instead of rotating the puzzle.[/p]