Surprise! It is update time once again. This time, I'm backporting another better design decision from Carnage in Space: Crucible. Thank you, Crucible! The improved feature for today is the screen resolution.
Now, if you go into fullscreen (by pressing F11 or going into the Settings menu), the game should fill up your entire monitor without letterboxing, assuming it's neither an ancient CRT or an ultra-wide display.
I've also included the usual array of small bugfixes and other tweaks.
Enjoy!
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[SYSTEM] Reduced the screen height from 448 to 432 pixels, making the game run at 16:9 resolution. The game is no longer letterboxed and looks smoother when run fullscreen on a monitor with 16:9 resolution.
[MENU] Removed the legacy logon feature
[MENU] Pressing up on "Back" in the Extras menu would get the cursor stuck
[ENEMIES] The truck turrets in LVL5 no longer fire at point blank range
[ENEMIES] Slightly reduced the final boss's health, and slightly increased the health of its chaingun
[ENEMIES] Moledozer will shoot its bomb farther when you're standing right next to it
[GAMEPLAY] The regen accessory no longer works in the boss rush rest area
[LEVEL] Changed one platform in LVL1 from fall-through to solid
Next up
READY YOUR WISHLISTS!
There's more!
Crimson doesn't know the meaning of overkill! Just how many attacks does he have at his disposal?
I'll give you a hint: More than this.
We haven't even seen his specials in play yet...
HEEEEEE'S BAAAAAAAAAAAACK!!!!!!!!!!!!!!!!!
For those who don't know him, this is Crimson. Nightmare's darker side. The most powerful being in the setting.
If you want to fight him, you're going to have a very, very bad time.
The poll is over, and Tuhrahkkkii is the winner!
With that, Crucible phase 2 has begun.
For more Carnage in Space news, I highly recommend you take a look over on the sequel's devlog:
Oodles of options!
Accessibility aids aplenty!
I added some more settings lately to toggle distorted graphics, fine-tune the audio mixing, and other stuff. Hopefully this should make the game accessible to more kinds of players.
Aaaaaaaaaaaaaaand we're still at it!
Special number 2: Javelin Fusillade.
That's quite a lot of javelins. And a lot of explosions. I don't think this guy is ever going to calm down.
I've been retouching several things in the game that could use a little more love before release.
Among these is the nanotech system! You now get a flashy popup (with confetti and everything) when you unlock one, and the icons are also resigned.
Chapter 6 (K) is DONE! Kodon's story is nearly at a close.
A lot of work has gone into the game in since my last post, but we're deep into SPOILER territory, so all you get is a single out-of-context screenshot.
I'm not sorry.
(So close to release! AAAH!)
Chapter 4 (K) is DONE! And about time too - that's my longest level to date.
With that, Phase 3 (of 3) Milestone 2 (of 4) is now done! The end of this 7+ year project is finally nearing completion, and I can't wait to share it with you all.
Some new background elements in Chapter 4 (N). The sky's a little less barren now that there are more floating rocks off in the background.
These also use 3D depth for accurate scaling, parallax scrolling, and distance fog.










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