Weekly Dev Log for January 17th, 2023

Weekly Dev Log for January 17th, 2023

Hello everyone, and welcome to the Weekly Dev Log for January 17th, 2023, detailing all the changes that have happened since December 19th, 2022. Note: Devs that don’t appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn’t need to be detailed.

Accessibility Suggestions

We’ve created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.

If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.

Virus: Altar

@Johanna continued working on art for Altar.

@Nuclearxpotato continued working on Altar, working on torch models as well as sculpting some rocks and adjusting the lighting.

Virus: Altar WIP

Condo and Condo I/O

@macdguy continued working on Condo I/O, adding support for variables and a bunch of new features, which you can read about here.

@Madmijk worked on adding logic gates.

Condo: Color Palette Saving

You can now have up to 3 saved color palettes. These palettes are saved to your save data, so when you close your condo or game, these values are saved.

Condo: Item Box Select

Condo I/O: Timers and Counters

Condo I/O: Drag and Drop Connections on Events

Condo I/O: Security Camera Input Demo

Condo I/O: Variable Inputs

Light color can be set with Condo I/O inputs.

Miscellany

@Lifeless continued working on maps for Game Worlds.

@Sketchman continued working on backend improvements and optimizations.

@Wheezwer continued working on the minigame medallions.

Wrap It Up

That about covers everything that happened since December 19th, 2022 at PixelTail Games.


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https://trello.com/b/6BwRMiPw/tower-unite-roadmap

Take a peek at what’s being worked on every week in our weekly dev logs! There’s bound to be something interesting every week!
https://forums.pixeltailgames.com/c/devupdates/weekly-dev-logs

Please report bugs & submit suggestions on our forums. We’re active everyday & here to help.
For bug reports: https://forums.pixeltailgames.com/c/bug-report/18
For suggestions: https://forums.pixeltailgames.com/c/suggestions/7

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16 Likes

niiiiiiice

1 Like

Altar is looking SICK!

Will there be any kind of counter check for the counter logic?
Example:
If I were to have the counter set to 10.
But I have a button that decrements by 15.
Is there any way at the moment to refuse to decrement the counter due to it not being enough?

And any way for it to check how much is decremented?
Such as; if 15 is decremented, send output. If 20 decremented, send a different output.

I know this kinda stuff is probs planned, but not sure if such a thing will be with the counter being added.

You can set the counter’s Min/Max values. So if you set the Min to 0 and decrement by 15, it’ll clamp to 0.

Currently there is only OnChanged, OnReachedMax, OnReachedMin outputs.

1 Like

Condo I/O lookin’ real good!

Y’all have any plans for accessory tweaking? I’d love to be able to resize accessories since they look awkward on some models, and maybe move them a bit to the left/right/front/back/up/down.

2 Likes

You can do this for workshop models you upload yourself but it’s 1 offset vale per type. 1 for hats, 1 for neck, 1 for glases, etc etc

yeah but it woupd be sick to be able to change scaling and offsets for all workshop items to create your own style

1 Like

Well of course, but I meant in public models! I have yet to get a model of my own so I gotta work with workshop models and one of my favorites has neck accessories way too big for it.