Version 0.0.1a20

Due to events like the FMX and our preparation for the Unity Dev Day Hamburg this patch is slightly smaller. Mostly camera work and graphic / animation changes, but lets look at the details:

System

  • Changed – Tweeked camera values to work better with the already built levels.
  • Changed – Input system upgraded to new internal version. Removed wrapper classes for a more direct handling.
  • Changed – Moved the text prompts to the lower lefthand corner so it is no longer in the way of the scene.
  • Fixed – Bug where you could input commands while window not in focus and not rendering.
  • Added – Script controll for the rotation script and callbacks to the splinewalker.
  • Level

  • Added – New Container models for the old red container and the old silo container.
  • Added – Level 5 – Animation to the gear wheel on the first elevator.
  • Changed – Level 1 – Camera Cover to not see stars through the wall.
  • Changed – All Level – Little crystal adjustements.
  • Unity Shadergraph Tutorial – Custom Shadergraph Loop Node

    Part three in the Series about Cracked Ice Material. This tutorial shows how to create a custom node in unity’s shadergraph and use it to make the repetative part of the graph more compact.

    Unity version for the tutorial has to be 2018.3. due to changes in the 2019.1. version.


    To not leave the 2019.1 users hanging we created another short video that directly builds on this one (If you are on 2019.1 and want to try it out, please watch the video above first and then this one): https://youtu.be/8rf0SlbJhcQ

    Here is a link to the complete tutorial playlist.

    FMX 2019 Stuttgart

    „The same procedure as every year, James!“

    We are going to the FMX in Stuttgart. A week packed with interesting talks about the state of VFX and more. We also have our eyes on the unity workshops on the second and third day.

    Meet us there or afterwards for drinks!

    Version 0.0.1a19

    This weeks Patch is a bigger one since we updated Unity to the 2019.1 official release, updated all the camera controls and much more. Also a lot of the demo level riddles got a little rework in reaction to feedback of the many active players / testers that we are lucky to have.

    Controls

  • Fixed – A bug that let you gain infinite momentum when using controlls in the menu.
  • Added – Complete navigation control for all control types to the menues.
  • System

  • Changed – Increased general camera distance to the MARBLE.
  • Improved – Camera System to reduce shaking at edges and all in all much smoother movement with a better overview on what is happening.
  • Improved – Well we will see if it is an improvement but we updated Unity to 2019.1
  • Improved – Audio Mastering and levels
  • Improved – UI text messages have a dark and transparent background for better reading.
  • Improved – UI pressure bar fades color.
  • Added – MARBLE explosion.
  • Added – Player Crushable so you can crush yourself with lightbeams. Beware!
  • Fixed – Console Null reference when try to get last command but no commands in history.
  • Level

  • Fixed – Some not belonging wall parts in the middle of the „role of shame“ part in level 2
  • Improved – Level 0 – Visuals for the first control room and (re)added monitor flickering
  • Improved – Level 0 – Visuals – Added Windows to see the space to better establish the setting.
  • Improved – Level 0 – First Introduction of lightbeams to avoid players dying to collision or getting out of bounds.
  • Improved – Level 2 – Middle part red bounce climb. Better interaction with the container and the understanding of the light beam mechanics.
  • Improved – Level 2 – First red bounce riddle and rebuilt with input from the players, now it is your fault 😛
  • Improved – Level 6 – Block beam now part of the hanging catwalk and moves with it.
  • Version 0.0.1.a18

    For the easter weekend we have another patch for you. Especially after seeing some of the bugs in different streams xD

    Controls

  • Fixed – Controls not working in the main menu for some players after playing one or more level.
  • Added – Complete navigation control for all control types to the menues.
  • Level

  • Added – Broken gangway in tutorial to prevent players from shooting through the level after the anti-grav-shaft.
  • Improved – Rearanged beam tutorial text box triggers.
  • Fixed – Level 5 – The „Waschtrommel“ now has no collider errors that allow beams to go through.
  • Fixed – Level 5 – Missing collider in reaktor.
  • Fixed – Level 6 – Missing collider at the current end of the hangar.
  • Added – Level 6 – A box after the closing door to prevent people from loosing the barrel after seeing it in a stream and thinking D’oh!
  • Fixed – Level 6 – crane not moving riddle now solvable as intended.
  • Version 0.0.1a17

    After the extensive and awesome feedback we got at the gamefest in Berlin, here the first of many patches to come.

    Controls

  • Fixed – more then one key on the keyboard triggers a jump.
  • Fixed – A button on controllers shoots fog.
  • Improved – Escape (keyboard) and Start (Controller) now also closes the pause menu again.
  • Improved – Mouse Cursor now disappears when using the Controller.
  • Changed – Right Stick now only aims the fog to actually shoot it you need to use the right trigger.
  • Added – Mouse Cursor is now a fancy Icon.
  • Added – A wide array of dual stick controllers.
  • Added – Possibility to choose between direct fog / aim and trigger.
  • System

  • Added – Console command to show different stats about the game and the system.
  • Changed – Ball fog recharge rate by -30%.
  • Level

  • Fixed – Level 3 – Fogdensity in fogpit in abyss challenge.
  • Fixed – Level 3 – Missing Collider over wrong Pipesystem in abyss challenge.
  • Fixed – Level 3 – Flying Box on second overhanging container entry.
  • Improved – Lever prefab now has a socket.
  • Improved – Reactor Level – Deleted the pipe that was blocking the view to the control screen on final lever.
  • Improved – Reactor Level – Added missing collider on first red bounce beam.
  • Improved – Level 1 – Added missing collider top left side of hangar.
  • Improved – Reactor Level – Added missing collider on the strange rotating machine above the reactor.
  • Improved – Level 2 – Container in each other on first red challenge.
  • Changed – Reactor Level – Postprocess stack not prefab.
  • Beam @ Gamefest Berlin 12.4. – 14.4.2019

    For the first time ever we are showcasing our game Beam.

    We will be at the Gamefest Berlin from 12.4. to 14.4. with the support of the IndieArenaBooth.

    If you are in Berlin with a little spare time on your hands come over to our booth and play Beam. Right on time we finished a 45 minute demo!

    Have a talk with two of our developers and tell them what you liked or disliked about the game.

    For all those who can’t be with us, you can still try the game. We uploaded our demo to itch.io! Just use this link: Beam on itch

    We are hosting the GlobalGameJam

    For the third time we are hosting the Koblenz location of the GlobalGameJam.

    This year again in cooperation with the TZK-Koblenz. For the next 60 hours more than 20 participants will try to come up with a fun game for the soon to be revealed topic.

    We are all very excited what great ideas will be conceived on this weekend. If you want to take a peak, you can do that on Twitch. We are streaming live all weekend. https://www.twitch.tv/binaryimpact

    Master Mind Extended

    Ein neues Android Spiel im Google Play Store erhältlich: „Master Mind Extended“ wurde released.

    Es ist eine Android Adaprtion eines alten Brettspielklassikers. In dieser erweiterten Version von Master Mind hat man es mit 8 Farben und einem 5 stelligem Code zu tun. Das ergibt satte 32768 verschiedene Variationen. Somit entstehen Stunden von Kombinieren und Rätseln.

    Das Spiel ist kostenlos im Play Store verfügbar.

    Jetzt bei Google Play

    Google Play und das Google Play-Logo sind Marken von Google Inc.

    BIG 30 – oder das 30 jährige Jubiläum

    Von den Anfängen im Bereich der Großrechner bis zu unserem heutigen Betätigungsfeld, blicken wir auf 30 Jahre voller Innovationen und technischer Entwicklung zurück. Wir möchten uns bei allen Weggefährten – Kollegen, Kunden, Geschäftspartnern und Freunden – für eine erfolgreiche und angenehme Zusammenarbeit bedanken. So können wir mit Sicherheit sagen: Wir freuen uns auf die weitere Zukunft und das nächste Jubiläum.

    consus_big_30

    Crate Deathmatch – A different kind of Shooter

    How would your life be if you were a crate? Just a simple crate like hundreds of similar crates in a warehouse?

    And what if you had guns?

    And the other crates are trying to kill you.

    Well, that is the idea behind our newest little project. It is a Deathmatch experience with a twist. Instead of human-like soldiers every player is a crate. And the levels are full of crates that look exactly like you.

    Essentially it is a remake of a modification for Quake 3 that was called CrateDM3. It may sound weird but trust us, it is a lot of fun!

    We are currently working on the base mechanics and will soon do first multiplayer tests.