Releases: olofson/koboredux
v0.7.5.1 - Minor fixes and updates
Most importantly, 0.7.5 had problems with sound on Windows, which have now been fixed. There are also a few other updates in this version, which is why it replaces 0.7.5 on both Windows and Linux.
- Configurable gamepad/joystick mapping.
- Hat/D-pad support.
- Audio init can no longer fail due to unexpected sample formats.
- 24/32 bit audio support.
- Audio init failures when changing options no longer exit the application.
- Added debug console with stderr/stdout redirection on Windows.
- Non-zero build numbers are now shown in the version numbers.
v0.7.5 - You think you've seen explosions?
Over 100 fixes and improvements since 0.7.4!
The most drastic change is probably the new real time explosion engine, replacing the crude pixel art explosions with a level wide particle + "fire filter" engine. This brings life to the explosions, and allows them to blend and interact in a way that works much better with the massive chain reactions as bases are destroyed.
Overall, this release focuses mainly on presentation, effects, and critical bug fixes. Content and game logic has been left mostly untouched, due to the decision to rewrite the game logic core of the engine for the 0.8.x branch, in preparation for the Steam launch. The 0.8.0 release will include a reinterpretation of Region 1 (ten levels) from the original game, 0.8.x releases will be fixes and updates, 0.9.x will cover Region 2, and so on. It is likely that new game modes and similar features will be added along the way.
- Particle based pixel art style explosion/fire/smoke engine
- Bigger playfield view
- New and updated sound effects
- Weapon status icons on the dashboard
- Updated health/shield and weapon charge bar design
- Configurable keyboard controls
- Added a third fire button, eliminating the quirky context sensitive fire control
- Improved Hard and Insane skill levels; even faster, and without the boring grind to destroy bases
- Proper mouse support in the menus
- Improved replay progress bar
- Added a few demos, which are played at random behind the title screen rotation
- Fixed various user interface glitches and issues
- Fixed game logic determinism issues that would occasionally break replays and rewind/retry
- Fixed some crashes and math errors in odd corner cases
- Improved error handling when failing to load themes
- Fixed various log output issues, and eliminated some audio engine log noise
v0.7.4 - Campaigns and Death Blossom
On the technical side, this release contains substantial refactoring and changes around game state handling, and the user interface, and adds accurate replays which are saved to file in the form of campaign files. However, what users will notice first is probably the new grid transition effects, the new Death Blossom weapon, and the shield being used, not just when finishing a level.
- Campaigns with full saves and replays
- New weapon: Death Blossom
- Shield activated when destroying cores
- Retry replays start ten seconds before death, instead of at the start of the level
- Improved controls in the rewind/retry mode
- Grid transition effects with animated pixel art tiles
- Campaign replay viewer
- Countdowns are reset after being interrupted by menus
- Replay verification debug features
- Fixed some replay accuracy bugs
- Various glitches and bugs eliminated
v0.7.3 - Proper itch.io/universal Linux packages (actually)
This release is mostly about Linux builds and packaging, and was supposed to be labeled v0.7.2.2, but since code changes were necessary anyway, we're bumping the version to v0.7.3, and throwing in a few minor bug fixes as well. The planned gameplay and graphics focused release will be called v0.7.4 instead.
- Statically linked Linux binaries:
- Just run the binary directly - no .desktop or .sh wrappers
- No lib folder or LD_LIBRARY_PATH hack
- No SDL2 dependencies in the RPM and DEB packages
- No random issues with odd SDL2 library versions
- The -nofullscreen switch now actually forces windowed mode
- No more segfault if audio initialization fails
- Sound theme selector actually works (full version only)
For those who dare venture into the source tree, the build and packaging scripts have been cleaned up and tweaked a little, and the old (disabled) highscore and player profile code has been removed, in preparation for proper campaigns with checkpoints/saves.
v0.7.2.1: Proper itch.io/universal Linux packages
Travis CI and build-packages now install the latest stable SDL2 and (minimal PNG-only) SDL2_image from source. These libs are stripped and included in the itch.io/Linux tar.bz2 packages. The tar.bz2 archives from CPack are flattened, and SDL2 libs, an itch.io manifest, a .desktop file, and a wrapper script is added, so that these archives can be unpacked and used as is, either manually, or via the itch.io app. Closes #361.
0.7.2 - Linux builds
A few minor fixes, though this release is mostly about automatic builds via Travis CI, demo build tweaks, and (initially) Linux builds and packages.
Note that the non-demo archives included with this release do NOT include the proprietary game data. Whether you use these binaries, or build from source, you'll need to get the full version game data from itch.io.
Changes:
- Graphics and sound theme selectors in Options
- Removed the Stage display, and added totals to the Region and Level displays
- Opening URLs only changes resolution/video mode if in fullscreen mode
- Dashboard layout updated properly when switching or reloading graphics themes
- GUI menu layouts are no longer borked after changing resolution
- Config is always saved on normal quit; not only when using the GUI menu
- Theme parser now skips lines instead of aborting on parse errors
- "Cannon loudness suppression" is now applied directly when changed
- Minor UI fixes
- Demo build support (itch.io link, no cheats, no debug, no skill levels etc)
- RPM, DEB and bzip2 Linux packaging support
- Automatic builds and packaging via Travis CI
(See commit log for details.)
Demo 0.7.1
Added demo build support. Included here is the full Win32 demo, version 0.7.1.
There is also an archive with only the demo theme data files.
itch.io Teaser Release
First public release, first announced to Kobo II backers (who all get Kobo Redux for free), and then published on itch.io.
This is the full engine and game source! Any functional build, on any platform, should run the proprietary content included with the 0.7.1 itch.io release. There is no DRM.
Win32 executable included. Will need the following DLLs:
- libaudiality2.dll (v1.9.1)
- libgcc_s_sjlj-1.dll
- libjpeg-9.dll
- libpng16-16.dll
- libstdc++-6.dll
- libtiff-5.dll
- libwebp-4.dll
- SDL2.dll
- SDL2_image.dll
- zlib1.dll