The forum has been archived
While the forum may not be active, the community still lives on Discord! Click here to join us.

Community Update 1: Launching Off

General discussion about Atmosphir.
User avatar
ThatOneFox
Moderator
Posts: 17612
Joined: January 20th, 2013, 5:53 pm
Design Competitions Voted: 1
Contact:

Community Update 1: Launching Off

Post 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.
:skull: :bungee: Keith Keiser has a better ass than you :bungee: :skull:
User avatar
zardini001
Member
Posts: 89
Joined: June 13th, 2014, 7:54 pm
Design Competitions Voted: 1

Re: Community Update 1: Launching Off

Post by zardini001 »

This is really freaking awesome!

Also sexy info graphic.
User avatar
boberto
Member
Posts: 91
Joined: October 8th, 2012, 11:15 pm

Re: Community Update 1: Launching Off

Post 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!
User avatar
bionicnacho
Administrator
Posts: 5684
Joined: October 30th, 2012, 7:11 am
Contact:

Re: Community Update 1: Launching Off

Post 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.
Image
User avatar
ElectroYoshi
Well-Known Member
Posts: 11061
Joined: October 18th, 2012, 8:27 pm
Design Competitions Voted: 1

Re: Community Update 1: Launching Off

Post 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.
User avatar
Baufritz
Well-Known Member
Posts: 1297
Joined: October 10th, 2012, 9:36 am
Location: Trapped on a huge round rock hurtling with immense speeds around a fiery star.
Design Competitions Voted: 2
Contact:

Re: Community Update 1: Launching Off

Post by Baufritz »

Oh veeeery niiiice.
LoneRanger
Member
Posts: 56
Joined: May 3rd, 2013, 8:35 pm
Design Competitions Voted: 0

Re: Community Update 1: Launching Off

Post 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:
CTB
Member
Posts: 67
Joined: April 5th, 2016, 12:13 pm

Re: Community Update 1: Launching Off

Post by CTB »

HYPE! :bungee:
Back... after forever.
User avatar
bionicnacho
Administrator
Posts: 5684
Joined: October 30th, 2012, 7:11 am
Contact:

Re: Community Update 1: Launching Off

Post 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.
Image
CTB
Member
Posts: 67
Joined: April 5th, 2016, 12:13 pm

Re: Community Update 1: Launching Off

Post by CTB »

wont work
Back... after forever.
User avatar
Lemon
Editorial Staff
Posts: 157
Joined: October 6th, 2012, 1:13 pm

Re: Community Update 1: Launching Off

Post by Lemon »

CTB wrote:wont work
What problems are you having?
CTB
Member
Posts: 67
Joined: April 5th, 2016, 12:13 pm

Re: Community Update 1: Launching Off

Post by CTB »

Launcher will not even start. Tried on two different Windows 10 PCs, same problem.
Back... after forever.
User avatar
bionicnacho
Administrator
Posts: 5684
Joined: October 30th, 2012, 7:11 am
Contact:

Re: Community Update 1: Launching Off

Post 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.
Image
Echo182
Member
Posts: 13
Joined: June 28th, 2016, 3:48 pm

Re: Community Update 1: Launching Off

Post 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.
User avatar
bionicnacho
Administrator
Posts: 5684
Joined: October 30th, 2012, 7:11 am
Contact:

Re: Community Update 1: Launching Off

Post 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.
Image
Echo182
Member
Posts: 13
Joined: June 28th, 2016, 3:48 pm

Re: Community Update 1: Launching Off

Post 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:
User avatar
Jamesski
Member
Posts: 168
Joined: September 7th, 2013, 11:54 am
Contact:

Re: Community Update 1: Launching Off

Post by Jamesski »

I think we should add more music or custom music??! Just an idea.
User avatar
Phantomboy
Moderator
Posts: 5417
Joined: October 9th, 2012, 11:04 am

Re: Community Update 1: Launching Off

Post 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~!
Image
Bad At Gravity
Member
Posts: 652
Joined: June 28th, 2015, 6:41 pm
Design Competitions Voted: 0

Re: Community Update 1: Launching Off

Post 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?
User avatar
ahmetone
New Member
Posts: 8
Joined: August 27th, 2013, 12:31 pm

Re: Community Update 1: Launching Off

Post by ahmetone »

Uhhh... why not rip the music editor from the dev version? :bungee: :bungee: :bungee:
Post Reply