February 6th, 2014
Galcon Legends has launched for the iPhone, iPod touch, and iPad! Go check it out!
I’m quite happy with this release and I hope you like it! Be sure to spread the word!
Beyond that, I’ve been a bit under the weather this week so I haven’t made much progress on Galcon 2. The update last week was most exciting, but unfortunately so full of bugs almost nobody was able to play on the servers. I’m working on adding coverage testing and a battery of other tests to help get the servers in a more stable state so we can actually start playing on them.
As you can see I’ve still got quite a bit of code to get tested! Once that is done, I think crashes will be much less frequent and over time I’ll be able to eliminate them. I guess I should have listened to myself! I’ve done talks at several conferences about the importance of testing your server code (which I did for iGalcon, Galcon Fusion) – which has resulted in those servers running for months / years without problems. But I haven’t done any testing for the Galcon 2 servers! Ooops!
February 1st, 2014
Short version: beta24 is live! Available for Windows, Mac, Linux. (Sorry iOS and Android, I was unable to get these builds together this time!)
I’m really excited about this update. I had a breakthrough a few weeks ago in the Galcon 2 design, and it really got things moving a lot faster now.
I’ve added in a slick server list that will be the gateway to finding games to play. As an added bonus, I’m going to set it up so that modded servers can appear in the official server list to friends. (Not quite sure if that is ready yet, DO contact me if you are interested in trying this out and I’ll get it working sooner!)
I’ve re-built the betting features from scratch so now they never block the game from starting and are MUCH more user-friendly. I think this is going to be a lot funner than the old one.
Another cool feature that is already working is cross-server PMing. So you can “/m someone whatever” from any server and it’ll get to them.
Soon I’m going to be adding in Friends, Clans, and Tournament features. I’m super excited to finally get that stuff together, and having the server list at the front end is really going to facilitate that.
By doing this, it also means I’m shifting where the Galaxy Map appears in the game. I’m going to be moving it from the “front-end” of the game to be more of a core part of the clans system where the clans will be battling over territories. (Still working on those details yet…)
Anyway, all this will come in stages, I just wanted to give you the heads up of where things are going. I’m pretty stoked to get going on this as I’ve got a pretty clear vision as to where I’m going now, and that will help progress get moving again!
Also – so you know – I’ve reset all the progress in the game, so old scores, coins, and purchases are all gone. This is important for balancing out the game, as we’re getting closer to making this an open beta, I need to figure out the best rate of coins earned so the game is fun. (Don’t worry, the coins you paid for in the Kickstarter aren’t “gone” – you’ll get them for real when the game is ready.)
P.S. I’m going to be playing online for the next hour or so, please come out and test the game with me!!
January 13th, 2014
Ahoy there, I’m proud to announce that Galcon Legends has arrived for PC / Mac / Linux!
Check it out! Tell your friends! And try and collect all the trading cards and badges (on Steam)! If you want to help spread the game more, also leave a review on the Steam Page and post on the Steam Community pages too.
A huge thanks again goes out to all the Kickstarter backers who helped make this happen and test it out. And a big thank you to Evan Sparano for helping recreate this game from the PurpleZGalcon videos. Also a big thanks to Joshua Laya for creating the sound track, Tim Inge for the banjo track, and Matt Kohr for the art!
P.S. If you are a backer and haven’t played it yet, you actually already own it! Go here to get your Steam code. Also, this ISN’T Galcon 2 … that’s coming … eventually!
December 20th, 2013
Ahoy there! There’s a new Galcon Legends update available on Steam! If you haven’t checked it out yet, go and get your Steam key. The update makes the win condition require that you have 50% more ships than the bot, and it revises the scoring system to something that might work a bit better. I’ve had to reset the leaderboards and your progress for this to work. As always, I love getting feedback in the forums!
Anyway, a big Merry Christmas to you all! Thanks so much for being amazing backers this year! I’m very excited for next year and what will happen next with Galcon 2!
P.S. I’ve made a few retro-style games in the past few months. Check out Turkey Tomahawk Turbo and Capricornicus!
December 7th, 2013
Hi there! We’ve finally got most of the box sets shipped out! So be looking for yours in the mail soon! It’s got some nifty surprises in it, so I’m not going to post any more pictures of it for a few weeks until most people have gotten theirs!
I have, however, uploaded the game goodies including the soundtrack to the website, so you can get those now if you want! Anyone in the $20 or higher tiers gets access to the soundtrack, and anyone in the $100+ tiers gets a few extra things!
In other news, Galcon Legends is now in beta on Steam! You can get your beta key here for Windows, Mac, or Linux. Please leave feedback in the forums, it’s getting near release for this!
November 22nd, 2013
Hey, beta23 is available to backers for Windows, Mac, Linux, and Android. iOS builds coming via TestFlight shortly.
I’m VERY excited to announce that we’ve FINALLY gotten ALL the stuff in to begin shipping for all the $100+ tiers! I’ll be sending out surveys via Kickstarter shortly to get your current shipping information so we can get these to you ASAP! Here’s a pic of the mess in our house right now!
And a closeup of the boxes! I can’t for you to see these in person!
I’ve done a HUGE overhaul of how chat works, so it should be much slicker on iOS / Android. The interface now lets you hide chat completely, which is especially useful for phones. I’ve worked on the keyboard appear / disappear stuff, so it should be a better experience on mobile devices. The changes should also make it work better on the desktop too – less interference with box selection. I’ve also overhauled how number keys are handled so that percentage changes are registered more readily. I hope this fixes many of the things people have complained about with the chat system.
I’ve also done a major cleanup on the game settings / options. This resulted in a ton of changes to the user interface code, which I think makes the game work much more consistently given the various options. It’s pretty hard to make the game work when there are some 24 different combinations of how players might select the options to work together.
I’ve also done a fair amount of performance work on the game, so it should actually run more smoothly, especially on mobile devices. I’m now downscaling for phones so that much less memory is used and I made a few other tweaks to increase performance. I’ve also re-worked how the timer tracks frame changes in the game, so there should be less of a stuttering feel when a frame is skipped or delayed.
On the miscellaneous department, I’ve also done some heavy re-working of the touch detection code, so fast swipes should be detected more accurately on mobile devices as well as on the desktop. I’ve also cleaned up the audio engine, so there are now cross-fades between tracks and smooth volume adjustments. I’ve also done a small mountain of fixes to the servers. The lobby should be much less buggy than the last update.
For everyone curious about the progress of Galcon Legends, the game is nearly 100% complete. I was hoping to release it before the holiday season, but I ran out of time. So I’m going to have to put the release off until after the holidays. I did a ton of work on polishing little details in this game, which resulted in many of the improvements you’re seeing listed for Galcon 2 above.
I’ll be hanging out on the servers for a while – so let’s play for a bit!
November 9th, 2013
Ahoy there, beta22 has arrived! Check it out for Windows, Mac, Linux, and Android. (iOS TestFlight on the way …)
This build doesn’t have any gameplay changes. What it does have is a whole new audio system on ALL platforms. It also has a completely new backend for iOS and Android. Both, I hope, will work better than before. Please tell me how it goes in the forums.
BUG NOTICE: It appears you can’t chat unless you press the “Chat button” on desktop computers. Will fix for next beta. Yuck!
On the Kickstarter rewards front, some serious progress is being made. In just the past two weeks we’ve gotten in marble bags, ordered more marbles, ordered the manuals, approved the manual proof, ordered boxes from another company, shipped box sleeves to said company, and gotten in boxes full of shipping materials and more boxes. I think once everything is here and we’re about to do the box stuff, I’ll take a big photo of all this junk in a pile! So – thanks again for waiting on all this – I’m pretty sure you’re gonna like the final product.
P.S. I’ll be online for a short time today if you want to play!
October 26th, 2013
Ahoy there, beta20 has arrived! Backers can check it out for Windows, Mac, Linux, or Android. (Testflight on the way…)
This update just fixed a bunch of bugs, and adds colorblind support. It also removed Galcon Legends from Galcon 2. (I hope to get a release candidate build of Galcon Legends out for you to test on Steam very soon!)
To modders, I’ve changed most 0/1 style bools over to true/false style bools to make things work better with Lua.
Also, check out a video of what happened when I first enabled colorblind mode in Galcon 2.
Please post your feedback on the forums!
P.S. I’ll be online for a while to play the game, talk about Galcon 2, etc!
October 19th, 2013
Ahoy there! beta20 is ready for backers to check out for Windows, Mac, Linux and Android. (TestFlight / iOS coming shortly.) I’ll be online for the next hour or so, so stop in and say hi!
The game itself got an internal upgrade as I migrated from SDL to SDL2, the main value of that is making full-screen work on retina display Macs. Everything else should be pretty much the same. I’ve also done a bunch of bug fixes and tweaks on the UI, so playing should work even better than before. These changes will improve play on touch and mouse control.
Galcon Legends got a bit of an overhaul with some new music, graphic improvements, and bot AI improvements! I’m hoping to release Galcon Legends to the public pretty soon, so do check it out and give feedback on the forums.
Modders rejoice! I’ve *finally* gotten around to fixing up mod_client and mod_server. You can customize those mods to make your own Galcon modes to test them out. Keep in mind we also have documentation on much of the Galcon 2 API for your reference here!
The Galaxy Map has gotten a nice new feature – stars with active players are highlighted so it’s even easier to find people online.
Also, I’ve gotten a few inquiries about the rewards. So let me fill you in:
– Post-Kickstarter PayPal backers will be getting their rewards last. KS people get ‘em first. (So if you backed late, you have to wait … it’s just kinda fair and it makes logistics easier for us.)
– $100+ tiers are on hold while we get the box set sorted out. We’ve had some trouble with the box, currently the wraps for the box are at the box company, who seems to not be willing to do the project, so we’re trying to get those returned so we can get the boxes produced by another company and then wrapped by someone else. A bit of crazy We’re really hoping we’ll get it sorted out soon.
– I’d love to send out stuff earlier (like the poster / magnet set) but unfortunately shipping costs are crazy, so it would cut into the money which is saved for the in-game art. Also, the way KS works, we can only request your address once, and mark things as shipped once, so that would make a bit of logistical mess too.
Once we have the box in hand, it’ll all be getting shipped out pretty quickly. But, yeah, it’s being delayed. Sorry about that! Thanks for your patience and all that.
October 1st, 2013
Ahoy there! A new update is ready for Windows, Mac, Linux, Android, and TestFlight.
The main feature of this is a new beta of Galcon Legends is included right with Galcon 2. (This will not be part of the final Galcon 2 release, but it’s the easiest way for me to get it out to you for testing!) Just sign in and click on the LEGENDS tab at the bottom of the screen.
I really want feedback on this game, as I’m going to try and release Galcon Legends during October, so please tell me what you think on the forums! This update of Legends also includes the excellent new soundtrack created by Joshua Laya. (Note: music not available on iOS or Android builds yet.)
Lastly, I’ve done a bunch of the bug fixes found in beta18. For the sake of making this post look longer, here’s the complete list:
= 10/1/2013 =
– ios: on portrait modes (ipod touch), the zoom mode goes on even when it shouldn’t (problem does not exist in landscape)
– ios: can’t slide percentages.
– mods: include Galcon Legends OR remove the Legends button from the mods screen.
= 9/30/2013 =
– legends: add music
– mods: upgrade frustration mod
– api: winning a bet loses your coins. (so a bet of 50 against 1 person loses you 150 instead of gaining you 50)
– galaxy: not always tracking rank / location of players properly.
– lobby: when joining a server, you aren’t always changed to the correct class.
– galaxy: joining a server doesn’t always get you into the correct server. (probably due to running out of servers? so maybe fixed?)
– galaxy: have button to dismiss user list
– galaxy: have user list say what server they are on right now.
– lobby: if in settings, anytime anyone types anything in chat, it drops you back to the lobby out of settings.
– galcon_util: game will end even if it’s a single player game (to avoid hanging servers.)
– lobby.lua: now you can’t start a game if there are 0 /play people
– clients.lua: added /debug command to inspect server variables.
= 9/26/2013 = (fixing on server)
– bets: betting winning crashes server.
– server: music not resetting for client when i rejoin a server.
– galaxy: user totals not correct on map
– galaxy: map should indicate where users are playing.
– galaxy: going to a server doesn’t always put you in the proper server
P.S. I’ll be online for about an hour, so sign onto the Galaxy Map and say hi!