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TEKO News

u0.3

For this patch I've worked A LOT.
[p][/p][h3]Gameplay changes:[/h3]
  • [p]Fixed the non-interaction of duplicate cards (for example, when having 2 Orangello Cards, only one would work when triggered by playing an orange chip).[/p]
  • [p]Previously, Rebirth Card did not combine with retrigger cards, and also the animation played at the end of the hand instead of on each card, this was corrected.[/p]
  • [p]Now the dragging of cards when having more than 10 has been fixed, as the space between them shrunk there was a small input bug.[/p]
  • [p]Now the number combo counter has priority over Straight 3 before Double Pair.[/p]
  • [p]When selecting more than 5 chips with the same numbers the counter will no longer break.[/p]
  • [p]After the empanada race, the availability of the shop items will be updated correctly.[/p]
  • [p]Now the empanadas run at a correct speed in the races, previously their speed depended on the FPS.[/p]
  • [p]Now the betting buttons work correctly.[/p]
[h3]Visual changes:[/h3]
  • [p]I added special combos section to the Help Screen. This is very important so that players know how to maximize their scores.[/p]
  • [p]Complete visual improvement in the positioning and color of the floating scoring texts, it's not perfect yet but it's much better than before.[/p]
  • [p]Now all cards that trigger will always do the animation instead of having a cooldown.[/p]
  • [p]Now the score text does not make an annoying visual flick effect when a consumable is generated through the pillbox.[/p]
  • [p]Enlarged the summary text box after winning a round.[/p]
  • [p]Strange things were seen behind the Perk Reward Screen and in the Masquerade Screen, this is because there was transparency, it has now been resolved.[/p]
[h3]Changes to tooltips:[/h3]
  • [p]Now all tooltips have an optimal size regardless of the screen size. Previously, on a small screen, they looked too big in proportion. Now this has been fixed, and it took me a while to notice this problem because my screen is big, but when some players gave feedback I found out that the tooltips didn't scale LOL.[/p]
  • [p]Changed several tooltip positions, on cards, on consumables, on packs and on the marker (many went off-screen).[/p]
  • [p]They no longer have space inside with linebreaks and I have also corrected some extra spaces that were generated unnecessarily.[/p]
  • [p]The name of the next mod no longer overlaps with the description of the previous one.[/p]
  • [p]Now consumables show the corresponding rarity, previously they didn't, and this was improper cause there are really big differences between rarities.[/p]
  • [p]All item rarities will be shown with colors, this makes it much easier to read. Cards, Mods and Consumables have a different color for each rarity.[/p]
  • [p]Now mods will be differentiated when they are equipped on cards because they will also show their colors there.[/p]
  • [p]I've added color to other item name texts, for example, to packs and stickers.[/p]
[p][/p][p][/p][p]I know there are still several things to fix. In the next update I would like to bring new content, so I will be aware of problems with interactions between items.[/p]

u0.2

[h3]TEKO u0.2[/h3][p]When selecting more than 5 chips at once, some interactions might not work correctly. I just specifically fixed a bug related to number combos: for example, when selecting three 2s and three 7s, instead of registering the combo as a Full Mansion of numbers, it was being registered as a Trio. This may occur with other combos, so please, if you find a bug, report it. If you can send a screenshot, even better.[/p][p]Pressing the spacebar no longer causes any bugs. Previously, pressing this key would switch the language to one with empty text strings, causing all text on the screen to become invisible.[/p][p]Consumables can now be sold correctly. Previously, the system would not allow certain specific consumables to be sold in the play screen.[/p][p]Fixed the movement of consumables when they are purchased. They no longer move slowly. Before, they moved so slowly that they would fail to arrange themselves correctly on the inventory.[/p][p]Fixed a bug when triggering the Alchemy Card. It no longer intermittently 'teleports' the user to another screen if the card's effect activates in the shop.[/p][p]Now, when the Alchemy Card is triggered, the other cards wait for its effect to finish before changing their position.[/p][p]Increased the speed of the chips when selected on the play screen for better visual flow.[/p][p]I have temporarily removed the Discord Rich Presence system because I'm improving screen and menu management throughout the game.[/p]

u0.1

[h3]TEKO u0.1[/h3][p]I've added an FPS selector; the game will now be more responsive without being locked to 60 FPS. While some things may require further polishing, the system was completely reworked, and yet, it seems I didn't encounter many issues.[/p][p]Now, nearly all buttons and UI elements will display an outline when hovered over with the cursor. This enriches the UI experience. I'm not the best at handling interfaces, but the overall look is improving.[/p][p]Consumables will now only show the 'USE' button when it's possible to do so. Previously, it was always displayed.[/p][p]I have corrected some issues in the Spanish translation. I understand there are still things to resolve, as the localization system is not yet complete, but I am making progress.[/p][p]I have already identified new issues, specifically visual ones, which I will try to correct in the coming days. I've also found new ways to provide a better user experience, but I will focus on fixing the problems first. Furthermore, I have many ideas for new content, so I want to move forward with that while I fix things. And when I add new content, new bugs will probably appear as well, so I hope you can stick with me as the game continues to grow. Thank you![/p]

u0.0

[h3]TEKO u0.0 just came out, this one contains:[/h3]
  • [p]The entire Loop of the first difficulty of the default Pocket (Deck).[/p]
  • [p]All the complete features: cards, mods, chips, stickers, packs, consumables, the marker, the blender, the empanada race. Obviously, more content is needed, but the 'base mechanics' are already finished. Only remains to polish/balance/expand.[/p][p][/p]
[h3]- Next plans -[/h3]
  • [p]Continue improving the interface.[/p]
  • [p]Total support for localization.[/p]
  • [p]Add more content.[/p]
  • [p]After adding more content, I will work on game balance.[/p]
[p]This day is very important to me. I finally did it. This is just the beginning, but the first step is always the hardest, and I'm well on my way now.[/p][p][/p][p]Please, if the game crashes, let me know. My highest priority is to prevent that. If the game is still too hard or too easy, don't worry; I'll be adjusting the difficulty curve very soon. I'd like the first difficulty to have approximately a 65% winrate. I'm thinking that each Pocket will have 5 levels, so level 1 will probably be significantly easier than the later ones.[/p][p]Thanks.[/p]