-
Notifications
You must be signed in to change notification settings - Fork 7
Changelog
This release doesn't offer anything new as far as in-game content go. It does however give a proper installer (for Win/Linux, Mac still uses a compressed archive of an .app) that has the ability to patch itself when the server updates. So once this is installed on your system you should not have to do any more manual updating, it will be handled automatically when you connect to the server and a new release is available.
The Linux version has also been updated to come shipped with all needed dependencies, so it should now run out-of-the-box on any system newer then Ubuntu 16.04 (or equivalent).
There is also a bug-fix for practice playing that was broken in the previous release.
- Menu button can now be re-bound in options
- Animated background will start disabled if that option was chosen
- Games perspective (width/height ratio) is preserved when resizing the window again
- Removed the old fieldbackground and replaced it with a slider to set brightness + options for displaying lines on the field in 3 styles and 2 colors
- APM and exp-bar in score screen now works as intended. APM = attack per minute = lines sent + lines blocked / minute. An alternative to SPM that take blocked lines into account.
- Long chat messages will display properly.
Some notes on the new GUI:
- Whenever you are connected to the server you can use Enter to chat. Use tab (while the chat is active) to switch where the message is sent. Use /w nickname to send private messages to a player.
- The scorescreen now toggle on and off as you press the button binded to it. Players can be selected on the scorescreen (small visual improvement).
- Reworked the GUI, added an animated background, completely new score/chat display, 2 different themes (dark and light), you can set the transparency of the ghost piece
- Combo lines sent was reworked. The exponential curve is now much more flat. This mostly effects the high combos (10+). Before the curve got very steep after a while and as an example one 16-combo would send as much lines as a 14-combo + 10-combo. Now the <10 combos will send 1-2 lines more, and the increase above 10 is not as drastic as before.
- How much combo time gained from clearing lines was reworked. Clearing 4+1+1 lines, 1+1+4 lines or 2+2+2 lines will now result in exact same amount of time gained. 3+1+1 will still give more then 4+1 since you are gaining a time bonus for each combo you increase, but if you then even it out to 3+1+1+3 vs 4+1+1+2 both variations will again have given the exact same amount of combo time.
- The countdown for a round was reworked, and now uses a simple version of timestamp sent over UDP. The timestamp is also given a latency compensation. High latency and unstable connections should experience much more consistent countdown results.
Some notes on the new GUI:
- Whenever you are connected to the server you can use Enter to chat. Use tab (while the chat is active) to switch where the message is sent. Use /w nickname to send private messages to a player.
- The scorescreen now toggle on and off as you press the button binded to it. Players can be selected on the scorescreen (small visual improvement).
- Fixed crash issue and corrected display of lines blocked
- Errors that slipped through in the last release, made a new one to make sure everyone updates
- Consecutive blocks will no longer freeze incoming lines longer then maximum 1000ms
- Decreased time gained for combos slightly to compensate for blocking being harder
- Scrollbar position in now preserved when room/tournament list id update
- Hide sign up button on aborted tournaments
- You can now join a 1vs1 matchmaking queue and get paired up for Bo7 matches with other players
- Added a icon for the game. Will need to be improved with OS specific solutions for Win and Mac
- Fixed your own gamefield being drawn when spectating
- Moved piece spawn 2 squares up to increase survivability
- Added display of tournament grades, and added weekly, monthly and grand slam tournaments (every 3 months)
- Reworked how replays are stored, replay size has been decreased by 80%. Converted old replays to new format.
- Added spectator mode, currently only used for tournament games
- Server will now verify the clients game clock and kick the player if it get to out of sync
- Cheese challenge will no longer stack holes on top of each other. The leaderboard will be reset due to this change
- Decreased combo time gained and combo exponent slightly for balance
- Added a register button to the login screen that launches a browser to https://speedblocks.se
- Pressing enter will now be equivalent to pressing yes on the "Are you sure you want to leave/quit" screen
- Tournament list now refreshes automatically, refresh button was removed
Fixes
- Changed randomizer to use a self-defined ditribution to ensure that it will behave exactly the same in the future no matter what OS and compiler versions are being used
- Right name and avg BPM (at end of round) will now be displayed when watching replays. Will NOT work on old replays
- Hides "Start challenge" button when watching replays
- Challenges added with Race (40L) and Cheese
- Leaderboard with results and replays
- Blocking made considerably less efficient to avoid overly long games
- Some minor bug fixes
- Tournament support! Daily tournament at 7pm CET or create your own tournament
- Added a list of connected players in the Lobby
- You can now practice play while you're dead and waiting for a new game
- Added a duration multiplier to lines sent, 10% extra per 1 minute elapsed
- Graphical performance output is now available (can be disabled in options)
- Changed chat key to behave more like in Cultris
- Opponents combo timers are now visible
- Added spam check for the chat
- Made the max speed of the pieces a lot faster if you play for a long time
- Fixed a bug where the current piece was visible on opponents fields during countdown
Tons of code improvements to make the code more manageable
- Reworked playField class to do all drawing and game text handling internally
- Created a baseGui class to derive GUI units from, and changed all interface parts into subclasses that internally handles their responsibilities
- Optimized the network code a bit more
- Changed the overall organization of where to store the header and source files in the project
- Accounts and ranking now available! See more below.
- Combotimer will not reset until you start next combo
- When you die, your max combo and average BPM will be displayed
- The color of your pieces is now saved in config.cfg
- Calculation of repeat-key improved. Will now give same result no matter what your FPS is.
- Your opponents BPM, combo and pending lines is now displayed
- Improved UPD port handling, will now correctly deal with multiple IPs behind the same NAT
SpeedBlocks now has a VPS (dedicated server) solution, that's running the game-server and a web-server. To make an account simply register on the SpeedBlocks forum and use the username and password in the game-client.
- Training mode to play offline, no bots available
- Fully customize your pieces/DAS
- Play online on our server in Oslo
- 1 Standard room with unlimited players, 1 Fast and Furious room with max 5 players
- Create your own room
- Ingame chat in rooms, lobby and private chat using /w
- Report Bug button, with short fill-out form to easily give feedback (make sure you fill out all fields)
- Only standard playmode
- You can only connect as a guest