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Cloudbuilt News

Best Community Levels & Competition Winners

Thank you everyone for taking part in the Cloudbuilt Level Editor competition! We have had an exhilarating time exploring, speed-running and falling off of the creations submitted over the last month. The level editor has been wonderfully adopted as we had hoped and already Cloudbuilt has many more levels available to play than we could have ever created.

Winners

Without further ado, the first winner of the Mad Catz Tournament Edition R.A.T. and matching mouse mat is Kalifen with his entry "What goes up must come down"! Kalifen's level (linked below) features some eloquent wall running and generous use of Defiance's newly added boosters creating a whirlwind rush of a level. Be warned, intermediate skill is required however we fully recommend giving it a shot!
http://steamcommunity.com/sharedfiles/filedetails/?id=412660429

Coilworks have also chosen their favourite design to be awarded the Mad Catz mouse bundle. Here’s a message from them about their choice pick and some special mentions:

The community level that won our Coilworks choice is Chi Pa Pa’s Cacophony. It feels good to play, has a nice challenge level and have an interesting atmosphere.
http://steamcommunity.com/sharedfiles/filedetails/?id=415326044

There were a lot of great levels and we had a lot of fun playing through them all. We of course agree with the community that Kalifen made some truly amazing stuff but we would also like to mention a couple of other creators that made some levels that we really found to be extra interesting.

Three Paths by Bunny

Bunny showed just like Kalifen some really creative stuff, and many of the challenges were really inspiring.
http://steamcommunity.com/sharedfiles/filedetails/?id=425306917

Pyramids by Ztodko

Ztodko made a huge effort by working with a unique level theme, and trying to build up an interesting atmosphere. There was even a newly sculpted statue!
http://steamcommunity.com/sharedfiles/filedetails/?id=424825622

Mine F*** by Zanarias

Zanarias probably made the most confusing level of all and it was a true mess to play, but intentionally so. We had a lot of fun struggling our way through it, treating it more like a puzzle than anything else. We even started giving each other tips and sharing solutions while playing to try and conquer it as a team! We found it very interesting but it’s definitely an acquired taste.
http://steamcommunity.com/sharedfiles/filedetails/?id=412599043

Once again a big thank you from all of us here at Rising Star Games and Coilworks to the community for supporting the launch of the Cloudbuilt level editor.

Both competition winners will have received a friend request from RSG’s Spoonparty and he will ensure your prizes find you safely.

Have a great weekend!

-Rising Star Games and Coilworks

Game patch & lots of Editor improvements

We have not written full patch notices for the last two patches, but here comes a full list of all the fixes and changes.

Hope you find them interesting!

Game:
  • Leader boards for custom levels now implemented
  • A more robust custom level menu with support for browsing through more than 10 levels
  • Models skins from defiance now work in the practice level as well
  • When doing generalization of game input, a small buffer time for jumps and dash input during a dash have been added, leading to inputs not getting eaten if pressed right before the allowed timing.
  • A bug with the player weapon was fixed, where the player sometimes could not fire a green charge bullet if released right as the weapon reloaded.
  • Added cloud save feature. If you have a local save file, the game will ask what to do when starting up. (The old and local file will not be removed, it will simply be renamed, so you can still find it)
  • A bug with the messages in in the result screen were corrected.
  • The camera now continues to animate when accessing the custom level menu
  • Some secret edits were made to the games intro level…


Editor:
  • Added weapon pickup asset that makes it possible to fully customize and build custom weapons and bullets. The pickup can also use different colors to distinguish between weapon types.
  • Shield barrier and shield gates assets now have the option override the default shield color, enabling them inform players of a potentially modified behavior.
  • The deprecated Mono Script triggers were removed. You can no longer create them, but levels that were using them previously can still use them, but it’s recommended to change to the normal script triggers.
  • The script triggers got an easier to use menu to choose script.
  • Time dilation script were added to allow down to 25% and up to 400% game speed. Notice that it might get more CPU demanding to run the game quicker, so use it with care if there are a lot of things happening in your levels.
  • New script were added to enable to change music mid level.
  • Tutorial message script were added, allowing you to write messages to the player, containing tips or general information.
  • Game modes can now be tested within the level editor, by going to the play settings panel.
  • A level can now choose what music to use through the level settings panel.
  • You can now set the number of lives a player should start with through the level settings panel.
  • More game mode options were added, one of them being the ability to limit the players energy freely.
  • The player asset got a few fixes, including a fix to the max energy value, and a new option for ghost mode, as well as two new values to tweak the game rules, enabling custom levels to hinder some of the more extreme methods for shortcuts.
  • Popup menus scroll feature were inversed
  • The camera free flight mode can now be activated though simply holding down the right mouse button and start dragging the mouse.
  • Change auto save interval and number of files to save every 5 minutes of editing, and save up to 12 files.
  • Fixed the old editor HUD bug where some elements got invisible
  • Added a view drop down button in the asset panel, to reset the camera back to the level origin or focus on the levels directional lights.
  • Screen shot feature for the publishing menu was fixed to work properly first time it’s used.
  • Option to generate a new leader board was added to the publishing menu. This will render all old leader boards unusable, and inaccessible, so use with care, but if the level have gone through significant changes that can affect the leaderboard, it’s recommended to generate new ones to keep things fair.
  • Added a feature to return to the editor in position from game play
  • Made the render variable window in the level settings panel more manageable.
  • Hotkeys for changing game speed while running the editor was changed to:
    • Decrease game speed with
    • Increase game speed with
    • Reset game speed with
  • Added two new larger versions of existing enemies.
  • Fixed a bug with level block splitting to not create texture seams any more
  • Fixed some other minor issues causing crashes in some rare situations.

The list is quite long, and there are many changes here. Please let us know if we missed to mention something. It’s easy to forget minor improvements there were made in the fly here and there.

We are also working to finish the last two video tutorials for the level editor.

Hope you enjoy the game, and see you guys around!

Regards,

The Coilworks team


Game patch & lots of Editor improvements

We have not written full patch notices for the last two patches, but here comes a full list of all the fixes and changes.

Hope you find them interesting!

Game:
  • Leader boards for custom levels now implemented
  • A more robust custom level menu with support for browsing through more than 10 levels
  • Models skins from defiance now work in the practice level as well
  • When doing generalization of game input, a small buffer time for jumps and dash input during a dash have been added, leading to inputs not getting eaten if pressed right before the allowed timing.
  • A bug with the player weapon was fixed, where the player sometimes could not fire a green charge bullet if released right as the weapon reloaded.
  • Added cloud save feature. If you have a local save file, the game will ask what to do when starting up. (The old and local file will not be removed, it will simply be renamed, so you can still find it)
  • A bug with the messages in in the result screen were corrected.
  • The camera now continues to animate when accessing the custom level menu
  • Some secret edits were made to the games intro level…


Editor:
  • Added weapon pickup asset that makes it possible to fully customize and build custom weapons and bullets. The pickup can also use different colors to distinguish between weapon types.
  • Shield barrier and shield gates assets now have the option override the default shield color, enabling them inform players of a potentially modified behavior.
  • The deprecated Mono Script triggers were removed. You can no longer create them, but levels that were using them previously can still use them, but it’s recommended to change to the normal script triggers.
  • The script triggers got an easier to use menu to choose script.
  • Time dilation script were added to allow down to 25% and up to 400% game speed. Notice that it might get more CPU demanding to run the game quicker, so use it with care if there are a lot of things happening in your levels.
  • New script were added to enable to change music mid level.
  • Tutorial message script were added, allowing you to write messages to the player, containing tips or general information.
  • Game modes can now be tested within the level editor, by going to the play settings panel.
  • A level can now choose what music to use through the level settings panel.
  • You can now set the number of lives a player should start with through the level settings panel.
  • More game mode options were added, one of them being the ability to limit the players energy freely.
  • The player asset got a few fixes, including a fix to the max energy value, and a new option for ghost mode, as well as two new values to tweak the game rules, enabling custom levels to hinder some of the more extreme methods for shortcuts.
  • Popup menus scroll feature were inversed
  • The camera free flight mode can now be activated though simply holding down the right mouse button and start dragging the mouse.
  • Change auto save interval and number of files to save every 5 minutes of editing, and save up to 12 files.
  • Fixed the old editor HUD bug where some elements got invisible
  • Added a view drop down button in the asset panel, to reset the camera back to the level origin or focus on the levels directional lights.
  • Screen shot feature for the publishing menu was fixed to work properly first time it’s used.
  • Option to generate a new leader board was added to the publishing menu. This will render all old leader boards unusable, and inaccessible, so use with care, but if the level have gone through significant changes that can affect the leaderboard, it’s recommended to generate new ones to keep things fair.
  • Added a feature to return to the editor in position from game play
  • Made the render variable window in the level settings panel more manageable.
  • Hotkeys for changing game speed while running the editor was changed to:
    • Decrease game speed with
    • Increase game speed with
    • Reset game speed with
  • Added two new larger versions of existing enemies.
  • Fixed a bug with level block splitting to not create texture seams any more
  • Fixed some other minor issues causing crashes in some rare situations.

The list is quite long, and there are many changes here. Please let us know if we missed to mention something. It’s easy to forget minor improvements there were made in the fly here and there.

We are also working to finish the last two video tutorials for the level editor.

Hope you enjoy the game, and see you guys around!

Regards,

The Coilworks team


Game & Editor Patch + Useful resources

So, just like yesterday we have a patch for the game and the editor, also I would like you give you a link to three resources that could be very useful when working with the Level Editor.
Firstly we have the introduction video tutorial (future videos are in the works and will be posted on the same YouTube channel):
https://www.youtube.com/watch?v=KuSlkEZbK9M

Secondly we have some complimentary information in text for on the editors Wikia page:
http://cloudbuilteditor.wikia.com/

And finally I would like to link to the templates and reference levels I mentioned yesterday:
http://steamcommunity.com/id/coilworks/myworkshopfiles/?appid=262390
you can use these templates as a base for your levels if you want a good base lighting and background for your levels, and the reference levels can be good to analyze but also useful if you want to make your own teaks or game modes on existing levels.

The list of changes with this patch is as follows:
Game:
  • Fixed a bug with the ending sequences sometime didn’t play
  • Fixed a bug where the camera in those outro sequences didn’t play correctly
  • Added feature to re watch any ending from the workstation in the room.

Editor:
  • Fixed the bugged GUI, so there should no longer be any invisible elements
  • Improved the open scene menu to be more robust but also easier to navigate
  • You can now scroll over the popup menus to move them up and down. Helpful if the menus are too large to be down on one screen.


There are a few underling changes as well, but nothing to take not to in particular!

Hope you find these improvements useful, and good luck with all those custom levels, both playing and making them. There are some really amazing levels out already! Some really impressive work and we are looking forward to see and play even more!

/the Coilworks team

Game & Editor Patch + Useful resources

So, just like yesterday we have a patch for the game and the editor, also I would like you give you a link to three resources that could be very useful when working with the Level Editor.
Firstly we have the introduction video tutorial (future videos are in the works and will be posted on the same YouTube channel):
https://www.youtube.com/watch?v=KuSlkEZbK9M

Secondly we have some complimentary information in text for on the editors Wikia page:
http://cloudbuilteditor.wikia.com/

And finally I would like to link to the templates and reference levels I mentioned yesterday:
http://steamcommunity.com/id/coilworks/myworkshopfiles/?appid=262390
you can use these templates as a base for your levels if you want a good base lighting and background for your levels, and the reference levels can be good to analyze but also useful if you want to make your own teaks or game modes on existing levels.

The list of changes with this patch is as follows:
Game:
  • Fixed a bug with the ending sequences sometime didn’t play
  • Fixed a bug where the camera in those outro sequences didn’t play correctly
  • Added feature to re watch any ending from the workstation in the room.

Editor:
  • Fixed the bugged GUI, so there should no longer be any invisible elements
  • Improved the open scene menu to be more robust but also easier to navigate
  • You can now scroll over the popup menus to move them up and down. Helpful if the menus are too large to be down on one screen.


There are a few underling changes as well, but nothing to take not to in particular!

Hope you find these improvements useful, and good luck with all those custom levels, both playing and making them. There are some really amazing levels out already! Some really impressive work and we are looking forward to see and play even more!

/the Coilworks team