If I were to release the game today, I'd probably make the default speed closer to 80 or 75%, but now it's too late to change the defaults. Don't be afraid to use it, the game is still very fast at 80% speed, and everything in the gameplay and physics remains exactly the same. I'd also like to recommend players to use the game speed adjustment setting! Slipstream can be too hard to control at the default speed, and this setting exists to make the game more comfortable to play. It will eventually be added to the default install, but at the moment I'm asking for manual installation so I can measure the number of installs. To install Blue Hour, right-click Slipstream on your library, select "Properties", then "DLC" and check the Blue Hour box. More details can be seen on the Slipstream: Blue Hour DLC store page. The expansion brings 3 new cars, 5 new tracks and 5 new songs. Thanks for playing!īlue Hour, a free DLC expansion for Slipstream, is now available! This should allow players to predict the next curve without having to take their eyes off the road, just seeing red/green in the corner of the eye should be enough to feel where the next curve goes.Īnd that's all for this update. The arrow becomes red when the next curve is to the right, and green when the next curve is to the left. This should improve QoL on low-visibility tracks like Mystic Cave and Pompeii. The in-game radar now displays an arrow, like a compass, indicating the direction of the next curve. That is also fixed, and the Blue Hour Cup now has its own Leaderboard too. One tangible improvement is that it doesn't show "Leaderboard Empty" when you don't have a entry on the Leaderboard.Īlso, two tracks from the Blue Hour DLC, Transylvania and Pompeii, had a bug that prevented them from being added to the Leaderboards system. Now I took the time to rewrite it properly and it should work better in general. The leaderboard system was one of the last things I implemented in Slipstream v1.2, when I was already tired of the whole rewrite and far beyond what should be my deadline. Now the car engine sound is slightly more realistic and a lot more pleasant to the ear. The whole audio system has been refactored, and this brings back a feature that was lost in the v1.2 update: The engine pitch shift. If you still have problems, send me an email. This should fix the recent audio problems on macOS. If FNA adds support for MP3 in the future (maybe I'll add it myself, if I have the time), I'll bring back support. If you use this feature a lot, I suggest you to convert your Slipstream playlist to the OGG format, it's a free format with many conversion tools available for every system. The game still supports user-provided music, but only in the OGG format. In this new version, I removed the dependency on SDL2_mixer, so now the game only requires FNA and should run exactly the same on every PC platform. Supporting the macOS version is extremely hard for me because I don't have a Mac computer and the OS isn't trivially virtualized like Windows and Linux. ![]() For the whole v1.2 cycle and v1.3.0, I used SDL2_mixer as an alternative, but this created new problems, mostly on macOS. ![]() When I rewrote the game in version 1.2, I switched the underlying game library from libGDX to FNA, and FNA does not have native support for MP3. Up until now, the game has supported three formats: ogg, wav and mp3. If you put a music file in '/ansdorGames/Slipstream/music', it will be playable during gameplay and treated like any other song in the soundtrack. ![]() I'm not sure how many players use this feature, but Slipstream allows you to add your own music files to the game. I'm publishing a minor update, v1.3.1, which fixes some historically problematic things and, sadly, removes a feature. If you haven't installed it, please check it out, it's free after all. Hello everyone, I hope you're doing great and enjoying the new content in the Blue Hour DLC.
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