//misc changes - Player: The running and boinging sound effect volumes have been reduced (was a bit annoying). - Player: When in front of an interactable the button tip will now instantly pop in/out (instead of fading in/out which might be too late for you to see it). //bug fixes
//misc changes
- Player: The running and boinging sound effect volumes have been reduced (was a bit annoying).
- Player: When in front of an interactable the button tip will now instantly pop in/out (instead of fading in/out which might be too late for you to see it).
//bug fixes
- Adventure - Map: The roamers could endless play their move sound if you exited the room as it was playing.
- Player Skins: Changing your Hat when you don't have any Hats unlocked would cause a crash.
- Escape Menu: Opening the Settings menu could draw the Sheen visual effect wrongly.
- Escape Menu: Pressing the Escape Menu button wasn't closing the Audio options menu.
- Escape Menu: The main menu options could look a bit weird if there was only 2 options.
Nice. //misc changes - The Escape Menu now shows all its options vertically instead of only one at a time (makes it easier to navigate). - Level Object - Bubbla: Their collision mask is now slightly wider (makes platforming on them a little easier). - Level Object - Red Pinky: Th
Nice.
//misc changes
- The Escape Menu now shows all its options vertically instead of only one at a time (makes it easier to navigate).
- Level Object - Bubbla: Their collision mask is now slightly wider (makes platforming on them a little easier).
- Level Object - Red Pinky: They will now destroy colliding Bubblas (like regular Pinkies).
//bug fixes
- Level Object - Bubbla: When standing on it you would constantly switch between being in a Grounded and In Air state.
- Level Object - Platform Mova: If you were ledge grabbed to a vertically moving platform then it would kill you if there was a platform above.
Hello Straima enjoyers, it has been some time... 7 years in fact since the last patch! The game engine has been updated to the latest version of GameMaker (v2024.14) which might help with compatibility. Since it's been so long there may be some minor bugs I missed caused by updat
Hello Straima enjoyers, it has been some time... 7 years in fact since the last patch!
The game engine has been updated to the latest version of GameMaker (v2024.14) which might help with compatibility. Since it's been so long there may be some minor bugs I missed caused by updating the engine, but now that the engine is updated it's much easier to do patches so let me know in the forum if there's any bugs or just general feedback.
A Gamepad Buttons menu has been added to the Settings which allows you to set the gamepad analogue stick deadzone, set the button tip icons (Xbox/Playstation/Nintendo), and rebind the gamepad button controls. The Stomp and Interact gamepad buttons are now also separate controls set to the triggers by default (as it was easy to accidentally push Up/Down).
Other settings related stuff...
- You can now press Alt+Enter to toggle between Windowed and Fullscreen modes.
- You now press Left or Right to change options (instead of just Action so you can now go both ways).
- Video Options - Display: The Fullscreen option now uses borderless fullscreen (helps with compatibility).
- Video Options - Display: A Fullscaling option has been added (bit of a cross between Fullscreen and Windowed Mode).
- Video Options - Display: A Borderless Window option has been added.
- Video Options - Window Scale: This has now changed to Resolution (so can be set to common resolutions instead of weird scaling).
- Video Options - CRT: This now has an extra option for maximum crustiness.
- Audio Options: A Master Volume setting has been added (which adjusts both Music and Sound Effects volumes).
Misc changes...
- Controls: The default keys for Action/Special have been swapped around (feels more intuitive).
- Title Screen: There's now little markings under the menu to signify there's multiple options. The button tips are now more useful. You can now go back to the Intro screen.
- The various font colours have been tweaked (so are now much more readable).
- Adventure game mode: The button tip when over the map entrance vortex now says "To Hub" (instead of "Explore").
- Free Play game mode: When viewing the Steam Leaderboard your name is now shown in pink (so easier to see).
- Infinni Runna game mode: When falling rightwards off a platform it now checks if you were previously on the platform and the Jump button was pressed based on the screen speed in which case it will be treated as a normal jump (as it was easy to accidentally run off a platform without fully jumping at higher screen speeds).
- Player: When ledge grabbing you now do a wall jump by pressing away instead of pressing into it (feels more intuitive).
- Level Object - Ion Glass: When using a Stomp/Syoken to travel through Ion Glass and you let go then it can now nudge you into a nearby open space (instead of just instantly killing you).
- Level Object - Straima Box: You will no longer instantly die when moving the Box off over a ledge.
- Dude Object - Fatta Pinky / Bigga Pinky Flya: Their red spray that hurts is now slower and looks bigger (so easier to see and you can now outrun it just by walking normally).
- Dude Object - Red Pinky: The colour of their blue wings has changed to red (so a bit clearer they're enemies not pinkies).
Bug fixes...
- Tutorial: The button tips weren't being updated if you rebound the controls. The Pickup button tip was wrong.
- Choose Power: Pressing Down on a gamepad could cause a crash.
- Steam Leaderboards: When viewing your surrounding scores it was only showing 5 scores (instead of 10).
- Fatta Pink: They weren't vertically screen-wrapping which would cause a softlock.
- Creata: Pausing then unpausing the game instantly triggers all Creatas.
Happy Wintery festivities Straibros. Hope you get many nice pinkies this Chrimbo! :] Previous versions of Straima have been made in GameMaker v1 which has since been discontinued, so I spent a bit of time updating Straima to the latest version of GameMaker v2. Since I had to make
Happy Wintery festivities Straibros. Hope you get many nice pinkies this Chrimbo! :]
Previous versions of Straima have been made in GameMaker v1 which has since been discontinued, so I spent a bit of time updating Straima to the latest version of GameMaker v2. Since I had to make some changes under the hood due to the engine differences I thought I might as well just generally go through the game tweaking bits and bobs.
The main additions are that now every level and the Infinni Runna game mode have Steam leaderboards and the level editor now supports Steam Workshop (which also have leaderboards). The Steam leaderboards have been incorporated into the menus, so for example you can just look at your chums times, or all of a planet's times. I wrote up a quick guide for the Workshop too which I recommend reading before uploading your weird levels which you can view here.
I wanted to add much more visual clarity and generally a bit of polish overall. So for example, objects, enemies, etc, now have a black outline and a black background blurred shadow so the important stuff stand out. The Adventure mode has also had improvements. Instead of a janky menu to choose your worlds to explore you now have a galactic map with some bells and whistles. Each of the special rooms also has a little theme, rather than them all being big chests (such as a friendly shopkeeper to buy the unlockable hats from).
And just some general niceities...
- FPS increased to 60.
- Added 8 new big background elements to the level editor (and added them to all the levels to spruce them up).
- 3 new music tunes and special room tunes. The game's soundtrack is now available in the Steam media player thingy.
- 5 new unlockable hats.
- Tweaked some levels (particularly in the last world).
- All game controllers should now just work whenever you plug them in and no matter their type.
- Added optional CRT screen shader for nostalgia feels.
- Can now change settings anywhere using the Escape menu.
- 12 new achievements to sign post the Adventure game mode.
Enjoy. And if you still want to play the previous version of Straima then that will now always be able available as a Beta Branch (version_5). :]
Hi. :] A few people now have mentioned the game's readability (or lack thereof) so thought I'd spend some time adding a whole bunch of new visual options. I also tweaked a few bits and bobs, such as the flickering colourful border around enemies has been replaced with a black sha
Hi. :]
A few people now have mentioned the game's readability (or lack thereof) so thought I'd spend some time adding a whole bunch of new visual options. I also tweaked a few bits and bobs, such as the flickering colourful border around enemies has been replaced with a black shadow effect, the main walls now have a solid black background rather than being transparent, added greater control in the other visual options including making the background solid black, made some usability tweaks in the menus and tutorial, and tweaked a few levels.
List of new visual options.
Unsaturate Mode: This reduces the colour saturation and brightness of decorations, such as the back walls, plants, graves, etc. When the Fancy Backgrounds option is set to Static it also switches it to a less saturated and darker version.
Text Effects: This removes the flickering border effect around text and won't shift their colours too. It also stops the bobbing HUDs from moving (e.g. the time board at the top of the level).
Hue Shiftings: Usually walls and decorations slowly change colour, which this option stops. It also stops the alpha of the Ion Glass from slowly changing.
Dead Heads: Usually when you die a small floating skull is created and a big background face too, which this option can turn either one off.
Plantlife: Reduces or removes plant objects (grasses, top roots, trees, etc).
Door Wall: Reduces or removes the background walls and door arches.
Waterfalls: Reduces or removes the waterfalls and their effects.
Grave Chain: Reduces or removes graves and hanging chains.
Torch Bubble: Reduces or removes torches and bubble generators
Tentacles: Reduces or removes the tentacles from the side and bottom of walls.
Floaters: Reduces or removes the floating background animals (skulls, birds, bokeh particles).
Some comparison shots (it's a bit blurry due to Steam compressing them).
So if you're looking for something that's far more readable but retains a lot of the wordly decoration interest then I'd recommend the following settings (change pixel scale to your preferred size).
Enjoy. :]
Hi. :] A few people now have mentioned the game's readability (or lack thereof) so thought I'd spend some time adding a whole bunch of new visual options. I also tweaked a few bits and bobs, such as the flickering colourful border around enemies has been replaced with a black sha
Hi. :]
A few people now have mentioned the game's readability (or lack thereof) so thought I'd spend some time adding a whole bunch of new visual options. I also tweaked a few bits and bobs, such as the flickering colourful border around enemies has been replaced with a black shadow effect, the main walls now have a solid black background rather than being transparent, added greater control in the other visual options including making the background solid black, made some usability tweaks in the menus and tutorial, and tweaked a few levels.
List of new visual options.
Unsaturate Mode: This reduces the colour saturation and brightness of decorations, such as the back walls, plants, graves, etc. When the Fancy Backgrounds option is set to Static it also switches it to a less saturated and darker version.
Text Effects: This removes the flickering border effect around text and won't shift their colours too. It also stops the bobbing HUDs from moving (e.g. the time board at the top of the level).
Hue Shiftings: Usually walls and decorations slowly change colour, which this option stops. It also stops the alpha of the Ion Glass from slowly changing.
Dead Heads: Usually when you die a small floating skull is created and a big background face too, which this option can turn either one off.
Plantlife: Reduces or removes plant objects (grasses, top roots, trees, etc).
Door Wall: Reduces or removes the background walls and door arches.
Waterfalls: Reduces or removes the waterfalls and their effects.
Grave Chain: Reduces or removes graves and hanging chains.
Torch Bubble: Reduces or removes torches and bubble generators
Tentacles: Reduces or removes the tentacles from the side and bottom of walls.
Floaters: Reduces or removes the floating background animals (skulls, birds, bokeh particles).
Some comparison shots (it's a bit blurry due to Steam compressing them).
So if you're looking for something that's far more readable but retains a lot of the wordly decoration interest then I'd recommend the following settings (change pixel scale to your preferred size).
Enjoy. :]
Previously the Pinky Pursuit game modes were only available for 1-2 players, but now they can all be played with up to 4 players. A new Pinky Pursuit game mode has also been added called Infinni Runna. It's based on the runner platform genre, were you must scurry along a randomly
Previously the Pinky Pursuit game modes were only available for 1-2 players, but now they can all be played with up to 4 players.
A new Pinky Pursuit game mode has also been added called Infinni Runna. It's based on the runner platform genre, were you must scurry along a randomly generated obstacle course pounding as many pinkies as possible until death consumes your soul. 2 Runna achievements have also been added.
Enjoy. :]
Previously the Pinky Pursuit game modes were only available for 1-2 players, but now they can all be played with up to 4 players. A new Pinky Pursuit game mode has also been added called Infinni Runna. It's based on the runner platform genre, were you must scurry along a randomly
Previously the Pinky Pursuit game modes were only available for 1-2 players, but now they can all be played with up to 4 players.
A new Pinky Pursuit game mode has also been added called Infinni Runna. It's based on the runner platform genre, were you must scurry along a randomly generated obstacle course pounding as many pinkies as possible until death consumes your soul. 2 Runna achievements have also been added.
Enjoy. :]
A new 1-2 player game mode has been added called Adventure! Previously in Pinky Pursuit you could freely choose which levels to play with infinite lives, the challenge being to earn trophies; this game mode is now called Free Play. Adventure mode introduces a map system spreading
A new 1-2 player game mode has been added called Adventure!
Previously in Pinky Pursuit you could freely choose which levels to play with infinite lives, the challenge being to earn trophies; this game mode is now called Free Play.
Adventure mode introduces a map system spreading the existing levels across 5 maps based on their difficulty. Initially maps are veiled but beating arenas reveal more of the map as well as uncovering specials areas. Adventure mode also has a separate system of lives, powers and jewels different from Free Play presenting extra challenge, including having to battle roaming nasties in randomised death battles.
You can also find unlockable cheats and hats on your Adventure journeyings. Cheats are for the 1-2 player game modes and just add a bit of fun, such as infinite flight or god mode. Hats can be worn in all modes to add extra distinguish to player avatars and can be changed in the Player Skins screen.
Have fun on your explorations, and there's 6 new achievements to achieve. :]
A new 1-2 player game mode has been added called Adventure! Previously in Pinky Pursuit you could freely choose which levels to play with infinite lives, the challenge being to earn trophies; this game mode is now called Free Play. Adventure mode introduces a map system spreading
A new 1-2 player game mode has been added called Adventure!
Previously in Pinky Pursuit you could freely choose which levels to play with infinite lives, the challenge being to earn trophies; this game mode is now called Free Play.
Adventure mode introduces a map system spreading the existing levels across 5 maps based on their difficulty. Initially maps are veiled but beating arenas reveal more of the map as well as uncovering specials areas. Adventure mode also has a separate system of lives, powers and jewels different from Free Play presenting extra challenge, including having to battle roaming nasties in randomised death battles.
You can also find unlockable cheats and hats on your Adventure journeyings. Cheats are for the 1-2 player game modes and just add a bit of fun, such as infinite flight or god mode. Hats can be worn in all modes to add extra distinguish to player avatars and can be changed in the Player Skins screen.
Have fun on your explorations, and there's 6 new achievements to achieve. :]
Two new Party Play game modes have just been added, Handball and Gunslingers. Handball is a classic team game, pick up the ball and hope your chums help you to lob it into the opposing team's dimensional net. Gunslingers swaps all your ninja powers with a variety of guns making i
Two new Party Play game modes have just been added, Handball and Gunslingers. Handball is a classic team game, pick up the ball and hope your chums help you to lob it into the opposing team's dimensional net. Gunslingers swaps all your ninja powers with a variety of guns making it a much more chaotic and shorter lived version of Deathmatch.
Enjoy. :]
Two new Party Play game modes have just been added, Handball and Gunslingers. Handball is a classic team game, pick up the ball and hope your chums help you to lob it into the opposing team's dimensional net. Gunslingers swaps all your ninja powers with a variety of guns making i
Two new Party Play game modes have just been added, Handball and Gunslingers. Handball is a classic team game, pick up the ball and hope your chums help you to lob it into the opposing team's dimensional net. Gunslingers swaps all your ninja powers with a variety of guns making it a much more chaotic and shorter lived version of Deathmatch.
Enjoy. :]