Update 26.06.17
Reply on sbox.game-
Update 26.06.17 : news/update-26-06-17
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Nice I appreciate the insight into the plans.
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nice update
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Cool
i love grafis and rod -
goat like zygoat
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Yea broskis, you really need to promote you game more because it’s impossible to play multiplayers aimed games without players…
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Fantastic job!
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nice update! cant wait for the future of s&box
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Thank you for your work, this update is looking fantastic. I see a bright future for s&box!
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Regarding the "Removed Code Archives", does anyone remember the old system back in 2021, when the asset.party website was pulling your GitHub repo to compile the DLL? 👴
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great work!edited:great work!
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W
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I’ll say this without irony, this is the best devblog since release.I agree with Garry here that the game needs promotion and sales. And the chicken-and-egg problem, where developers need players and players need games from developers, is very hard. s&box is almost perfect for developers, but for players... Many people were waiting for Sandbox Game. It is the flagship, literally the thing that can make people buy s&box. And many were disappointed when, after paying $20, they did not see the content they expected.And I want to say one very important thing: what sells the idea of s&box? It is exactly the combination of engine + platform. You can test your ideas on the platform, and if everything goes well, you can go to Steam and release and promote your game there with an existing audience, technical base, and demo version. Right now, the problem is that the platform’s online numbers are falling, so this advantage does not work at full power. There are also technical and legal problems, but I am sure that this year we will already be able to prepare standalone games.About game jams, yes, there was a problem. But when Trundler hosted one, it was much clearer. Mostly because there was a theme. When there is a theme, it is better than complete freedom. He also clarified the rules almost every day when conflicts or misunderstandings appeared, and I approve of that approach. That is a fair competition. I will be happy to take part again and to rate other games too.
So, as always, I will stay with the whole community, keep making games, and actively take part in the life of the platform. I am already making trailers for Eridium’s Summer E3. -
nice work, going in the right direction.
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awesome week
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Вы пофиксили окно голосования после выхода из игры ? Оно иногда пропадало и нельза было поставить лайк и тд
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Awesome work guys, definitely think some small scale polished games is a great idea
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the game that I'm developing now has multiple bugs because of the changes you made today. It's starting to become annoying.
can you focus on an engine version lock feature already? (pick a version and build on it, like Unreal engine so updates don't break projects or published games) -
What bugs? Please use the support link on your package's page to report them and we'll fix it asap
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From today:
- the AmbientOcclusion denoise properties were removed
- Connection lost
IValid - the raycast
StartedSolidchange broke my car — a ray that starts on a surface now reads as solid, so the game thinks the car is stuck the moment you exit and teleports it
These changes caused bugs in the game I'm currently working on.
But the bugs aren't the real point.. I already fixed them in my game. The problem is they keep coming with almost every engine update: something that worked fine suddenly breaks and then I have to spend a day fixing them. That's why I want an engine version lock, let me pin a version and build on it.. Then an update can't break my game. It fixes the whole problem instead of one bug at a time. -
Such a great job! 😀
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Collider.ComputePenetration will be very useful for custom collision detection, but currently I find it hard to use because it doesn't work with MeshCollider or MapCollider, unlike the Unity's method which can compute it for triangle meshes if the other collider provided is a convex one. The S&box engine itself can push convex colliders away from map collisions, if they are stuck inside a wall, so there is an algorithm to determine the values, but for some reason this API doesn't do that.
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Removing the code archives just allows AI slop gamemodes (e.g. Mowlawn) to hide their AI comments—it does nothing to actually protect the gamemode code.
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good stuff - thank you for the future plans