The Cross Platform Update: Mac, Linux, DirectX, new ๐ถ and more..
Hi everyone,
Weโve been enhancing the engine and adding support for Mac and Linux. Making the game available to people on different platforms has always been a critical goal with this project. We are thrilled to finally provide stable builds on each platform. Anyone playing the game on Mac or Linux before the 9th of May will receive an in-game XP bonus after the event.
Engine work
Lowering the specs required to run the game (though it may not run on a ๐ฅ):
- The game uses significantly less memory than its predecessor.
- The Direct X build is now stable and will run better on older machines than OpenGL.
- Resources are pre-compiled to a pipeline for faster loading time at initialization.
๐ผ New Music ๐ต
Since we last spoke about music we've added several tracks, courtesy of the talented Mat Dwyer. Here's a preview for you to enjoy in the first few days of the announcement.
Known System Requirements
Mac:
- 64 Bit Operating System
- Mac OS X 10.7-10.14
(WARNING: will not run on Catalina by default, unless special permissions are set to run un-notarized apps).
- Mono Framework 6.5 or higher.
- 1.5 GB RAM
Linux:
- 64 Bit Operating System
- 1.5 GB RAM
- Ubuntu 16 or higher
- Mono Framework 5.8 or higher.
A huge thanks to our first port testers:
- Jessica Turner (pixel artist)
- Maskedsound
- Andrew Magee
- Volnes
- Awesome players like you
Other changes
- Lighting changed to 2x2 pixel coarseness for better consistency with game's aesthetic.
- Additional tweaks to enemy and trap spawning.
- When using the controller, timed shield blocks reflect projectiles in the direction of impact by default. Precision aiming is still available with the right analog stick.
- Pools of aquatic enemies in the gardens are more manageable.
- Stalactites have a longer telegraph time with the audio warning playing much earlier. Additionally, there are visual queues for when it's about to fall from off-screen
- Enthrall ๐ค power now lasts twice as long (longer when charged up), allowing you to make more use of your temporary allies. Opponents are briefly stunned when the effect ends.
- Fixed bug with missing sound effects on the Direct X build.
- Fixed bug where climbing a ladder/mesh/vine through a jump through would cause the player to be teleported a short distance.
- Fixed bug with the sphere of influence having an opaque graphic.
- Spear traps are more obvious, and their occurrence in the gardens is much rarer.
- Lantern and brazier traps are more clearly telegraphed.
we've just started a Discord server, for those who interested in real-time discussions for the game:
Thank you and have a wonderful month ahead!
Files
Get Aura of Worlds
Aura of Worlds
Creative Tactical Roguelike Platformer
Status | In development |
Author | Cognitive Forge |
Genre | Platformer |
Tags | 2D, Action-Adventure, Pixel Art, Procedural Generation, Roguelike, Roguelite, Tactical |
Languages | English |
Accessibility | Subtitles, Configurable controls, Interactive tutorial |
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