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Oeuf News

One week of Ouef, Several Outstanding Happenings!

[p]So, since Oeuf launched, several wonderful things have happened. [/p]
1: Amazing new levels on the Steam Workshop
[p]A bunch of crafty people gave Oeuf's level eggitor a spin and made some genuinely really lovely levels. A bunch of new maps have been submitted over the week since Oeuf appeared, on top fof the ones testers made before release, which are also lovely- they're all great fun (especially in multiplayer!). If you enjoy Oeuf, it behooves you to check out the Steam Workshop page! [/p][p][/p][carousel][/carousel][p][/p][p]Playing all these levels made me super happy after a pretty exhausting launch! Thanks to you all :)
[/p]
2: 2:06 ANY% SPEEDRUN RECORD (that's minutes!)
[p]
The wonderful TheRealDyer set up a page for Oeuf on speedrun.com Not a few days later, the very talented 1softi (planning things out with SabulineHorizon ) smashed my Any% record of 51:09 with his own record of 2:06 ... I think you just have to check it out:[dynamiclink][/dynamiclink](There's also a category for speedrunning the demo, which is a bit more manageable. And nobody has submitted a 100% (= all checkpoints) run of the full game yet, so literally anyone can grab first place in that category - you just have to hit all the checkpoints on video ^^ )[/p][p]
I set up an Ouef discord server! I've had fun hanging out there and chatting with people, watching people screen share while making levels, and we've used it to coordinate playing multiplayer together (here's a video of a livestream of a multiplayer session with group voice chat).[/p]

4: EDITOR UPDATE IN BETA BRANCH
[p][/p][p]If you have a look at the beta_test_v1_2 branch, you'll see I've snazzed up the editor a bunch - it'll go live late next week hopefully (anything level you make with v1.2 is 100% compatible with the current V1.1 version of the game, so play around with it, and upload to the workshop to your heart's content).

[dynamiclink][/dynamiclink][/p][p][/p][p]( *The level screenshotted in the image header is elmerfudddied's SpeedyBeach )[/p]

V1.1

A minor patch that hopefully doesn't break anything:

- can see the dragging arrow visualisations when dragging entities in the level editor
- Clients see usernames of other players in network console
- implemented versionining for multiplayer lobby - you can't play with people on a different version of the networking protcol to you
- possible to edit your single-player world (eggworld) temporarily in a way that would persist until you restarted.
- minor localisation tweaks (more to come)

I did a bunch of testing, it should be fine! I'll be doing another small patch with other fixes probably today or tomorrow.

[thanks to everyone for finding and reporting lots of delicious bugs and making nice suggestion. Nothing major really, which is good, but there are lots of small things I can do to make the game a bit more robust/pleasant to use :) ]

A bonus level: TABLE_OBBY

[p]I added a substantial new built-in level to the game. Now when you go to 'custom maps' from a fresh install, you will see this at the top:


This is a pretty big new level - a Roblox-inspired Obby (short for 'obstacle course'). This is a long series of 99 mini platforming challenges, with checkpoints after each one - it looks like this (you zig-zag up and down from v. easy on the right to to somewhat challenging on the left):

It took me over an hour to beat it on my first try, and was pretty fun. On my second attempt, with friends, it took ~ 90 minutes (and was even more fun!). [/p][previewyoutube][/previewyoutube][p] So, as of the latest test builds today, table_obby is now included in Oeuf by default! [/p]

Tweaking the Demo for Steam Next Fest

[p]I've had a blast trying out random demos in the Next Fest for the past two evenings. I hope you all are enjoying it as well.

One thing that did kinda get my goat though, was how big some of the demos are - it's much easier to frivolously install a bazillion demos to try out if they're not 1GB a pop.

My game, compressed, weighs in at 550MB on disk, compresse to ~ 450 MB for download. HOWEVER, the majority of that is just music - the game has 1 hour of core soundtrack, and 3 hours of extra tracks that're for custom levels.

Here's a break-down of the biggest files in the game: you can see they're almost all "mp3str" (mp3) files; only one of the chinese fonts and the background rain track stand above them:

The Demo version restricts where you can go, but has all the same files as the main version. I hadn't thought to try slim it down - but an evening of Next-Fest-ing convinced me to do so. By removing 3 hours of not-necessary-for-the-demo music I reduced the file size from about 550 MB to 350 MB, and the compressed download size from about 450MB to 250MB (550-300=450-200 because MP3-files are already highly compressed). [/p][p]It could be smaller, but it's better, and I hope just, you know, a bit less annoying lol

Anyway, have a fun rest of Next Fest, everyone!

(And, lemme know if you have any recommendations for demos to try out!) [/p]

Custom Jump sounds and Editor Updates

[p][/p][p]So, another week, another bunch of last-minute changes. Less than before![/p]
  1. [p]We now have custom jump sounds. Some people didn't like the built-in jump sound - some of this is personal taste, some is that the reverb was a bit harsh/too distoring when you were inside. So I toned it down, and was a bit on the fench about whether or not to have jump sound selection as an option, UNTIL I realized this could be a fun multiplayer thing to give your egg some identity, so I went all in. [/p][previewyoutube][/previewyoutube]
  2. [p]I also added collectables to the engine. Not to the game, but to the engine. This means that people in their own maps will be able to add pickups :) (they don't do anything)[/p][previewyoutube][/previewyoutube]
  3. [p]English is locked down for localisation, which allows, somewhat late in the day, for localisers to do a final pass, for which I'm very grateful.[/p]
  4. [p]People have made some levels for the game. It's nice to play levels. It inspired me to to make a level :). Check it out here: [/p]
[p][dynamiclink][/dynamiclink]While making it I was motivated to add a whole bunch of quality of life things to the editor (Which is already quite a capable tool, I'd say).[/p]
  • [p]Specialist inspectors/tools for triggers. you can now place music blocks and select music tracks from a dropdown, rather than having to place a generic trigger and enter "music_Bees" in the meta field. Much better! \[making the video below I noticed some small glitches/errors - they will be fixed asap ][/p][previewyoutube][/previewyoutube]
  • [p]Layers now are red if they are empty - how I make levels alwyas ended up with lots of layers, and I coudln't be bothered to check which were empty or not. Now a trivial matter.[/p]
  • [p]You can drag objects around rather than having to click on buttons to move.[/p]
  • [p]You can resize trigger areas similarly with drag+drop. [/p]
  • [p]Redo![/p]
  • [p]Updated documentation.[/p]
  • [p]Improved line-rendering for editor widgets. They're all more consistently drawn now, and also widgets further away are a bit transparent, which helps readability a bunch.

    BEFORE:
    AFTER:
    [/p]
  • [p]Triggers now display an icon showing what type they are.
    [/p]