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Mayhem!

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In 1.25 I am adding a lot of new ways to obliterate the environment in funky and inventive ways. Here’s a new video for you, please have a look:

http://youtu.be/WUm56P3V1LY

To summarize, you are getting fire arrows for the bow, explosive bolts for the crossbow and bombs for throwing around at leisure.

My chief concern was that the survival mode gameplay would degenerate into a fireworks fest, but I made sure they are not too easy to produce in large numbers. You have to use them carefully and conserve your resources. Not so in creative mode, of course. I think I should rename it “Destructive Mode” as of today :-)



Stone Fences

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I added another small feature to 1.25, stone fences. They have the same looks as cobblestone. Unlike wooden and iron fences, they actively attach to all solid blocks around them – look at the fence next to the dirt block on the screenshot.

There is no stone gate, but you can of course use wooden and iron gates:

StoneFence

I am now working on something fairly large that has been frequently requested, guesses welcome :-) Hint: it will add a new type of thing you can upload to the community content.

Hopefully it will be the last feature for 1.25, it’s high time to get it released.


The new feature

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It’s amazing how many guesses were correct given so little information. Yes, the new and final feature for 1.25 is customizable character skins.

The code for the feature is about 50% done. The game displays and uses the new skins without trouble, but most of the remaining work is in the UI. There are quite a lot of changes I need to make there.

Here’s a sample of a different skin in action:

Skins

You will be able to create your own skins and upload them to community content.

Actually, here’s the default skin template. You can start chipping away on new skins now to be ready for 1.25 release.

Human

The default skin is 64×64 pixels, but the game will support skins of up to 256×256. The file format must be PNG, 32 bits per pixel. The extension of the file will have to be changed to .scskin for the game to recognize it.

On the forum front, it’s with sadness I have to announce that Warpgamer decided to step down as an admin. He’s been with us for a long time. Have a look at this thread to wish him the best for the future.

 


Survivalcraft File Explorer

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One of the community members created a cool online tool which allows you to explore Survivalcraft worlds without using the game.

Here’s it is: http://survivalcraftexplorer.sourceforge.net

Explorer

 

You need to give it a .scworld file and it will display all the modifed chunks in the world (i.e. the ones that were altered from the generated default). You can also view locations of various ores.

I hit a roadblock when working on the skins for 1.25 – that’s why it’s still not ready for release. The roadblock is to do with skins and block textures management, I wanted to change the way it’s all handled, to give you more control. Unfortunately it turned out it’s a lot more work than I expected – in fact I am still dealing with the mess :-) Anyway, I don’t expect it will take much more time now. Hopefully.


Embedding Blocks Textures & Skins

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1.25 is bringing a fairly major change to how blocks textures are handled.

In 1.24, blocks texture is a game-wide setting that applies to all the worlds. In 1.25, each world will have their own blocks texture assigned. The global setting is gone.  The same mechanic applies to character skins.

When you upload the world, the blocks texture and character skin will be packed together with it, so that whoever downloads it, will get them automatically.

This is a long planned change that unfortunately took a very long time to do, due to unforeseen troubles :-(

Anyway, it will allow you to create adventure worlds with associated block textures and skins. Let me give you a silly example: you will be able to create a basketball court with pumpkins turned into basketballs, trapdoors into hoops (by use of blocks texture), and player made into Magic Johnson (using character skin), and have it all working just by selecting the world. No need to search for, download and select blocks textures and character skins.

Here’s how the new World Options screen looks like:

WorldOptions

Hope it all makes sense :-)


Server changes

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Just finished making changes to the content server to add support for character skins.

There’s already one test skin published, but I don’t think you can do anything with until the release, because obviously 1.24 does not support skins.

What remains to do on 1.25 is testing. Should not take long unless I discover some horrific bugs.


Cannons

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I promised to show you a cannon, and here it is, enjoy the new video:

http://youtu.be/objm3TE6C_8

I have a few more devices to test 1.25 on before I push it out for Google Play first.

For those who don’t know yet, the update process works as follows. I release the build to Google Play only. Google Play folks download it in large numbers and test, test, test. Usually there are a few issues that sneaked past my beta testing (which is what I am doing now). After fixing them and making sure the build is watertight enough, I release for the remaining platforms (iOS, Kindle and Windows Phone).

The reason for this is Google Play does not require lengthy certification, allowing me to push out quick fixes within hours of bugs being discovered. On all other platforms each update takes about a week. That would make the testing impossible.

Btw. I am now testing on HTC Desire, the oldest test device I have (released March 2010). Real mobile prehistory. Still handles the game, although you need to lower the settings a fair  bit.

 


1.25 out on Google Play

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I have just published 1.25.0.0 to Google Play, as announced in the earlier posts. It should become available in a couple of hours.

Please test and let me know of any problems as comments to this post, or via email (candyrufusgames at gmail.com).

There’s one last minute feature I could not resist adding. When an inventory slot is selected for splitting (has red border), items will drop to the ground from that slot one by one, not all at once.

Here’s the detailed list of changes:

  • Changed UI drawing engine. Now uses procedural bevels/indentations instead of baked textures.
  • Changing some audio to use MP3 format
  • Added crossbow
  • Added iron bolts, diamond bolts
  • Added explosive bolts
  • Added fire arrows
  • Added sound delay based on distance
  • Completely new explosions engine, faster, more realistic
  • Explosions create flying and flaming debris
  • Last used creative inventory page is saved between world loads
  • Serious physics bug to do with velocity limiting fixed
  • Pickables and projectiles optimizations
  • Tall grass is now a pickable item
  • Added crafting recipe to obtain seeds from tall grass item
  • Added throwable bombs
  • Added smoke trails
  • Added stone fences
  • Added rendering support for custom skins
  • Changed UI to allow user select and manage custom skins
  • Added support for skins to community content server
  • Custom skins and block textures are now associated with each world separately, not a global setting
  • Added content management screen
  • Explosive pickables and projectiles explode when in contact with fire, magma or explosion
  • Fixed https issues on Android 2.2
  • Removed some audio files to reduce loading times
  • Reenabled preloading of certain audio files on Android
  • When inventory slot is in split mode (red border), dropping items from it will drop them one by one, not all at once
  • Tweaked birds UI to escape more frequently and further away

Have fun!



Bugfixing

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So far 2 bugs have been pointed out to me: first person hand does not use custom character skin and dragged blocks use default blocks texture regardless of the custom blocks texture setting. Both are fixed. Big thanks! Please keep testing.

Quick clarification on file extensions. To have the game recognize a file as a certain content type, it must have appropriate extension. The extensions are:

  • Character skins: .scskin
  • Block textures: .scbtex or .png (so that legacy block textures work, please name all new textures .scbtex)
  • Worlds: .scworld

 


1.25.1 out on Google Play

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I’ve published 1.25.1 which contains all the fixes I have completed so far. Should be available in a few hours. Here’s the list of issues fixed:

  • First-person hand not using character skin
  • Dragged items drawn using default block texture regardless of custom texture being selected
  • Stone fence rendering bug
  • Signs text colorpicker always showing white
  • Projectile weapons sometimes inflict disproportionate damage
  • Grass traps will not disintegrate from projectiles

Please keep testing and big thanks for all the reports so far. Without you the game would be a lot more buggy!

 


1.25.2 out on Google Play

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1.25.2 should appear on Google Play soon for you to download.

It fixes additional issues found since 1.25.1 release:

  • Fixed infinite arrows when loading bow directly from crafting result
  • Tweaked projectile strengths

Please keep testing. If no more serious issues are found I will consider 1.25.2 OK for release on all platforms.


1.25.3 out on Google Play

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Another bugfix update in 1.25 series.

Squashed bugs:

  • Locked crossbow drawing when a bolt is loaded to prevent losing the bolt
  • Fixed distant explosion debris hanging in mid-air

Please download and keep testing. Big thanks for all the bug reports!


Remaining platforms

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1.25 has been submitted for certification on Amazon and Windows Phone.

This is the same build as 1.25.3.0 on Android.

We’ll probably have to wait a few days before they appear for download in their respective marketplaces, unless they are rejected of course.

iOS to follow shortly.


iOS submitted

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Just to let you know that iOS build has been submitted to Apple for review.

Nothing to do but wait now :-)


All platforms are go

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You probably noticed this already, but all platforms have passed their certifications/reviews, and 1.25 should be available to everyone.

There seems to be a bit of confusion with the new block textures / character skins system. I get a lot of emails with people unable to find how to change block textures in 1.25. Here’s how: through the world options (the same place you change weather, world generation, static/living world etc.). Each world now has its own blocks texture, there is no more global setting. Character skins work the same way.

I am slowly getting into the mood and doing some work for 1.26. I haven’t decided yet what exactly will be included, but I have some strong candidates. Will let you know as soon as I do some more research.

Unfortunately today I discovered that my dev machine is crawling with adware and various “antivirus programs” and “advanced system optimizers” – don’t know how it could have happened, but it did.  I will need to do a clean OS install, a good few hours of work.

 



Error loading texture

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There is a moderately annoying bug in Android, Amazon and iOS versions of the game. Windows Phone is unaffected. Somehow it slipped through the release sieve. When importing a world that has a blocks texture or character skin set, these will not be imported correctly and “Error loading texture” message will be displayed. Sometimes the world may even fail to download properly and be corrupted.

I have reproduced and fixed this bug. I will likely release a bugfix update soon.


1.25.7 out on Google Play

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Another bugfix release in 1.25 series should be downloadable in a few hours. This update fixes the following bugs discovered since 1.25 was pushed out for all platforms:

  • Fixed a bug with worlds containing block textures and character skins not importing properly on Android/iOS/Kindle
  • Fixed iron and stone fences floating in the water

Obviously it’s the first bug that necessitated the update – fortunately it does not affect Windows Phone.

Once I verify this release causes no problems on Android, I will release for iOS and Kindle.

 


1.25 Bugfix Updates

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I have just uploaded the update that fixes importing a world with embedded blocks textures or skins to Apple App Store and Amazon App Store. Windows Phone does not need this update, because it’s not affected by the bug (which had to do with an issue in zip compression). Google Play already has it (1.25.7).

Updated iOS version is 1.25.8, Kindle is 1.25.10. They both have to go through certification/review process that usually takes a few days. I will let you know once they are approved.

Hopefully this is the last update in 1.25 series, which will allow me to focus more on 1.26. I have done some work there already, but nothing to announce yet.


Amazon out

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Quick update: 1.25.10 has just been approved by Amazon. Now only waiting for Apple.


ART on Android

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I asked this already on Twitter, but to get more responses here it comes again:

In 1.25, I made some changes to make the game run better under experimental ART runtime on Android (which is the successor of Dalvik). I haven’t tested those changes yet, but I am curious how it fares on various devices. If you are running ART already on your phone/tablet, could you please let me know whether the game works properly, and what device do you have?


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