Über Sebastian Pohl

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Bisher hat Sebastian Pohl, 119 Blog Beiträge geschrieben.

Version 0.1.0b25

2020-05-15T11:42:17+02:00

During the last weeks we’ve been creeping in our home offices to finally present you a new version of our demo.

Not only can you now play a new level, but we have also taken the feedback from you, the content creators, viewers and supporters very seriously.
Several bug fixes, improvements and minor gameplay adjustments are included in this update.

Plus, there’s more for all ears now. Not only did we add background ambience sounds, but we also added FX sounds to several animations and actions.

If you have any questions regarding Beam, you can directly reach our community manager Zinni by mail (thomasz@binaryimpact.de), join our Discord or send a DM in one of our socials.

Get the free demo here: http://bit.ly/BeamOnItch

Wishlist the game: http://bit.ly/BeamOnSteam

Let’s dive into the details:

System

  • Added – Additional dialogue
  • Added – Atmospheric sounds
  • Added – A lot of audio stuff
  • Added – MARBLE visualization
  • Added – Landing Sound for MARBLE -> Glonck!
  • Added – FX-Sounds for many animations
  • Added – Bounce beam sound -> Oh it´s bouncy!
  • Added – Separate continue button to main menu
  • Added – Flamethrower!
  • Improved – Fire has now a dancing light effect
  • Improved – Rerecorded many MARBLE audio lines
  • Improved – Reworked Martins and MARBLEs voice effects
  • Improved – In a multi-monitor setup, Cursor now stays in game window
  • Improved – Levers and pressure plates with clear labeling of what they do (hopefully everywhere)
  • Improved – Blue container has a new model
  • Improved – Better time measurement for level completion time
  • Improved – Cheats invalidate the time for the current level
  • Improved – Ingame console with a lot of quality of life updates
  • Improved – Calculations for the audio sliders in the settings menu (you should have more range in the audio settings now)
  • Improved – Fog rendering by always enabling soft particles, also setting its render order later than default, so it will be rendered on top of decals etc.

Level

  • Added – Level 1.1 – Additional dialogue
  • Added – Level 1.1 – Atmospheric track
  • Added – Level 1.1 – Additional camera cover
  • Improved – Level 1.1 – Camera path in the fire section
  • Improved – Level 1.1 – The repair station room completely
  • Fixed – Level 1.1 – Door sometimes not opens
  • Fixed – Level 1.1 – Several colliders
  • Added – Level 1.2 – Additional dialogue
  • Added – Level 1.2 – Atmospheric track
  • Fixed – Level 1.2 – Flying crystals are not flying crystals any more
  • Fixed – Level 1.2 – Several colliders
  • Added – Level 1.3 – Additional dialogue
  • Added – Level 1.3 – Atmospheric track
  • Added – Level 1.3 – Running cat sound
  • Improved – Level 1.3 – Less fire strength
  • Fixed – Level 1.3 – Several plane change triggers
  • Fixed – Level 1.3 – Light beams sometimes not working
  • Fixed – Level 1.3 – Crystal positions
  • Fixed – Level 1.3 – Several colliders
  • Added – Level 1.4
Version 0.1.0b252020-05-15T11:42:17+02:00

Use the ProBuilderize feature to transform any prefab model to a probuilder mesh

2020-05-12T11:33:55+02:00

Use the ProBuilderize feature to transform any prefab model to a probuilder mesh2020-05-12T11:33:55+02:00

A simple way to visualize an AudioFile on an emissive textur

2020-04-28T15:59:43+02:00

A simple way to visualize an AudioFile on an emissive textur2020-04-28T15:59:43+02:00

Another very simple use of ScriptableObjects is a self-contained variable stored in your assets

2020-04-21T16:38:14+02:00

Another very simple use of ScriptableObjects is a self-contained variable stored in your assets2020-04-21T16:38:14+02:00

New Unity Tips Page

2020-04-15T13:29:42+02:00

Now you can find all our Unity Tips on one well organized page and the best thing is: You can even filter by the topics that interest you the most:

Unity Tips Page

Everything you need in one place!

New Unity Tips Page2020-04-15T13:29:42+02:00

If you need to check if a GameObject is active, mind the difference between activeSelf and activeInHierarchy

2020-04-14T11:29:34+02:00

If you need to check if a GameObject is active, mind the difference between activeSelf and activeInHierarchy2020-04-14T11:29:34+02:00

Use collider geometry you can see in your scene and this snippet to hide it in play mode and build

2020-04-14T11:35:06+02:00

Use collider geometry you can see in your scene and this snippet to hide it in play mode and build2020-04-14T11:35:06+02:00

Do not forget to set an object to dirty when modifying public data with an editor script

2020-04-21T16:37:01+02:00

Do not forget to set an object to dirty when modifying public data with an editor script2020-04-21T16:37:01+02:00

How to store control overrides made in the new input system to the PlayerPrefs and load it again.

2020-03-17T12:59:41+01:00

How to store control overrides made in the new input system to the PlayerPrefs and load it again.2020-03-17T12:59:41+01:00

A Tuple is a data structure which gives you a way to represent multiple values

2020-03-17T08:27:29+01:00

A Tuple is a data structure which gives you a way to represent multiple values2020-03-17T08:27:29+01:00

Did you encounter a problem with the new InputSystem rebinding UI?

2020-03-17T08:26:47+01:00

Did you encounter a problem with the new InputSystem rebinding UI?2020-03-17T08:26:47+01:00

#UnityTips Here is an easy way to accomplish a button held down state with the new #unity #InputSystem

2020-03-17T08:28:12+01:00

#UnityTips Here is an easy way to accomplish a button held down state with the new #unity #InputSystem2020-03-17T08:28:12+01:00