Collateral Souls 0.5.4

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Another technical polish pass, no changes to gameplay.

  • Added Smooth Rendering setting to adjust display to better scale on some resolutions
  • Added faint fog of war background to help indicate if a tile is shown because you remember it or because you can see it. This should help with the confusion when some dark tiles are darker than the fog of war remembered tiles
  • Reduced Tentacle Whip effect to do 20 curve passes instead of 1000. Also fixed minor graphical bug causing the whip to look segmented and pixelated instead of smooth. Looks much better now and is much better performing
  • Allowing window re-size and full screen mode again. It still doesn’t look good on many displays but the Smooth Rendering option helps some so it’s a use-at-your-own-risk feature.

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2 thoughts on “Collateral Souls 0.5.4

  1. I moved into a corridor from the south, and this crash happened:
    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Draw Event
    for object Renderer:

    Fatal Error: Can not create vertex buffer of size 98304 bytes
    9832 vertex buffers allocated with total size of 945248 KB
    at gml_Object_Renderer_Draw_0
    ############################################################################################

    • Interesting, thanks for the error. I’m going to have to do some digging to figure this one out. I’m not really doing anything fancy with the GML rendering – it should never be using a GB of video memory… but apparently it is somehow.

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