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Community Update 1: Launching Off

Posted: June 9th, 2016, 9:04 am
by ThatOneFox
UPDATE The launcher has now been released! Get it in this thread or at http://atmosphir.com/.

If you want to use your old version of the game so you don't have to download everything again, check out the FAQ.

Image
DETAILED CHANGELOG
  • Launcher added. Requires NET framework 4.6 and Gtk#. May also need an antivirus exception to be added.
    Gtk# download: http://download.xamarin.com/GTKforWindo ... .12.30.msi
    You will need to restart after installing Gtk#.
    Capacity Increased to 300%
    Multiplayer .dll implemented.
    Experimental category added.
    Bungees added to experimental category.
    atmo:// link protocol support added.

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 9:36 am
by zardini001
This is really freaking awesome!

Also sexy info graphic.

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 10:53 am
by boberto
I feel like this question has an answer already somewhere on these forums, but: Is there an updated Mac client with all these features you guys have been working on? Wowfun's post is over 3 years old so I'm not sure how up-to-date it is.

If there isn't that's no problem, I'll just switch partitions, but I figured I'd ask.

This is phenomenal work guys, truly, I cannot wait to play around with a fully functional version of Atmosphir again, it's been too long!

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 11:00 am
by bionicnacho
boberto wrote:I feel like this question has an answer already somewhere on these forums, but: Is there an updated Mac client with all these features you guys have been working on? Wowfun's post is over 3 years old so I'm not sure how up-to-date it is.

If there isn't that's no problem, I'll just switch partitions, but I figured I'd ask.

This is phenomenal work guys, truly, I cannot wait to play around with a fully functional version of Atmosphir again, it's been too long!
Yes, there is! We've made sure to update both platforms. Only compatibility issue right now is with multiplayer. Mac clients will only be able to play with other Mac clients and Windows clients can only play with other Windows clients.

This isn't out yet though. Versions for both platforms will be released soon.

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 4:38 pm
by ElectroYoshi
You had me at update. :)

Yeah, this is awesome stuff! Can't wait to see this in action, and see what's next in store.

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 6:36 pm
by Baufritz
Oh veeeery niiiice.

Re: Community Update 1: Launching Off

Posted: June 9th, 2016, 6:40 pm
by LoneRanger
#MakeAtmosphirGreatAgain

Thank you to everybody that has done so much work to get this project off the ground. 5 years...and you're all still here.

Beautiful.

:bungee:

Re: Community Update 1: Launching Off

Posted: June 11th, 2016, 4:43 am
by CTB
HYPE! :bungee:

Re: Community Update 1: Launching Off

Posted: June 11th, 2016, 11:23 pm
by bionicnacho
The launcher has now been released! Get it in this thread or at http://atmosphir.com/.

If you want to use your old version of the game so you don't have to download everything again, check out the FAQ.

Re: Community Update 1: Launching Off

Posted: June 18th, 2016, 4:51 am
by CTB
wont work

Re: Community Update 1: Launching Off

Posted: June 18th, 2016, 9:24 am
by Lemon
CTB wrote:wont work
What problems are you having?

Re: Community Update 1: Launching Off

Posted: June 19th, 2016, 5:20 am
by CTB
Launcher will not even start. Tried on two different Windows 10 PCs, same problem.

Re: Community Update 1: Launching Off

Posted: June 19th, 2016, 3:27 pm
by bionicnacho
CTB wrote:Launcher will not even start. Tried on two different Windows 10 PCs, same problem.
Make sure you read the FAQ.

You must install Gtk# and restart your computer after doing so.

Re: Community Update 1: Launching Off

Posted: June 30th, 2016, 6:02 pm
by Echo182
So does this mean we can expect actual new features such as new blocks, enemies, and all that sort of stuff in the future? Or is this just making slight changes to the game to make it run better and things like that.

Re: Community Update 1: Launching Off

Posted: July 1st, 2016, 7:01 pm
by bionicnacho
Making changes to make the game run better is actually much harder than adding new blocks or props. We can't do new enemies because those would require custom code but static assets like props or blocks are a possibility.

Re: Community Update 1: Launching Off

Posted: July 1st, 2016, 7:06 pm
by Echo182
bionicnacho wrote:Making changes to make the game run better is actually much harder than adding new blocks or props. We can't do new enemies because those would require custom code but static assets like props or blocks are a possibility.
Alright, sounds good. The fact that you got this whole custom launcher running and you gave us 300% capacity is amazing enough for me :bungee:

Re: Community Update 1: Launching Off

Posted: July 2nd, 2016, 10:02 am
by Jamesski
I think we should add more music or custom music??! Just an idea.

Re: Community Update 1: Launching Off

Posted: July 2nd, 2016, 2:28 pm
by Phantomboy
Ohh~! I like that idea a lot :3 We should definitely keep to just things in the classic Atmosphir style of music, but it would be really cool to have some new songs to play around with~!

Re: Community Update 1: Launching Off

Posted: July 3rd, 2016, 5:26 pm
by Bad At Gravity
bionicnacho wrote:Making changes to make the game run better is actually much harder than adding new blocks or props. We can't do new enemies because those would require custom code but static assets like props or blocks are a possibility.
How would we go about doing that?

Re: Community Update 1: Launching Off

Posted: July 5th, 2016, 3:33 am
by ahmetone
Uhhh... why not rip the music editor from the dev version? :bungee: :bungee: :bungee: