Duck Game

Duck Game

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CORPTRON  [developer] 23 Feb, 2018 @ 1:35pm
Duck Game NEW UNDERGROUND BETA!
Hello!! I've been away for a while, but I'm back with a new Beta and I'll be going around the forums trying to fix as many bugs as possible in preparation for a new update. Some context for what's been going on lately: https://superjoebob.wordpress.com/2018/02/20/duck-game-lives-me-too/

As for the BETA, it's now up on the steam underground branch! The password is tonyhawksunderground for anyone who wants to help test the beta version, which would be really appreciated since a lot has changed. Also the save game system has been somewhat rewritten, so PLEASE don't join the beta unless you're okay with losing save game data such as arcade progress and room furniture. It's pretty unlikely to happen, I've done a lot of testing and no problems have come up but anything can happen with a BETA so be prepared.

ACCESS INSTRUCTIONS:
-Right-click Duck Game in Steam and go Properties->BETAS
-In the beta access code section type "tonyhawksunderground"
-Press CHECK CODE
-You should now be able to select the underground beta from the dropdown!

You might have to restart steam to have the changes take effect.


SAVEGAME BACKUP:
If you don't want to lose save data but you still wanna test the beta, it's safer if you back up your current save data BEFORE you boot up the beta version. To do that, simply:

-Copy the DuckGame folder out of Documents to some place safe, and put it back if anything ever goes wrong!


Change list:

-New XML reader system (DuckXML) that doesn't rely on the not-so-portable XDocument system
-Changes to codebase to assist port to Nintendo Switch, shouldn't affect gameplay!
-Fixed a bunch of crashes related to booting the game with no audio device
-Game will now gracefully continue without sound if sound effects fail to load for one reason or another
-Improved matchmaking solving some connection issues
-Chat emoji's prepended by @ sign added, @:D for example
-Custom chat emoji support by placing 11x11 or 28x28 png files in Documents/DuckGame/Custom/Moji folder, then typing the name like "@kittycat"
-New credits screen accessible from library beam in top right of main menu screen, please contact me if I carelessly forgot to put you in there D:
-Quad trees optimized, rewritten to use stacks instead of recursion, no big deal wont change gameplay
-Added menu pinning support in the editor (tufukins asked for this!)
-Tons of bug fixes related to leveling screen breaking, and furniture being placed out of bounds
-Added button for clearing all furniture out of room
-Added tooltips for some editor menu options
-Purple boxes should now reset between online matches
-Added host migration and drop out support when playing online, online games should only kick you back to the main menu if
you're the only player left in the game. If a player drops out mid match, their duck will die and will stop spawning. If they
are your friend and you want to bring them back, the host can now back out to the lobby and wait for them before continuing the
game. This needs serious testing in the beta stages, as it's very hard to test on my own!!
-Fixed bugs with sword killing its thrower instantly when playing online.
-Fixed good book in online play
-Fixed weird bugs with disappearing terrain when freezing snowy ground with water
-Added support for custom arcades/arcade machines but this is early and not really working yet. Coming soon!!
-Fixed lots of online sync issues related to springs
-Added vertical activator beams (them green beams that make guns shoot)
-Fixed lots of problems with shooting and destroying boxes online
-Hopefully fixed some issues with death crates online activating multiple times and blowing out way too much♥♥♥♥♥♥(fun times though)
-Spawn cannon is now correctly synchronized online
-Equippers in online levels should now work correctly
-Added Master hat from BackSlash, buy it now on Steam it's an awesome game!!
-Tons of online connection changes and fixes, really needs testing in the beta phase!
-Tons of online synchronization improvements, also in desperate need of testing!
-Fixed bugs with random level downloader getting carried away and downloading too many levels
-You can now speed through Vincent
-Fixed custom capes in online play
-Increased matchmaking distance filter so more games will appear
-Tongues!!


If you have any trouble please post a thread in the newly created BETA sub forum! I'll be watching it like a hawk and working hard to fix anything that comes up in there. Thank you for playing Duck Game, you guys are the best :coolrom:
Last edited by CORPTRON; 24 Feb, 2018 @ 10:13am
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Showing 1-15 of 140 comments
Phantom 23 Feb, 2018 @ 1:45pm 
Hype!!!
fluury 23 Feb, 2018 @ 1:46pm 
nut
23 Feb, 2018 @ 1:54pm 
Thanks a lot!!!
These are all great additions.
fluury 23 Feb, 2018 @ 1:57pm 
Kinda problematic trying to find out what button makes @ appear using an euro keyboard :V

EDIT: Here is a smol visual issue, spawners seem to stick through the ground now, as in, the grey 2x area is no longer hidden by the solid

Host PING is now shown as 1000MS the entire time
Last edited by fluury; 23 Feb, 2018 @ 2:09pm
Complex 23 Feb, 2018 @ 2:21pm 
Hi, I've had a crash when I was entering a lobby:

Crash Source: DuckGame
Mods apparently were not responsible for this crash.

System.NullReferenceException: Object reference not set to an instance of an object.
at DuckGame.NMInputSettings.OnSerialize() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\DuckNetwork.cs:line 3552
at DuckGame.NetMessage.Serialize() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NetMessage.cs:line 154
at DuckGame.StreamManager.Flush(Boolean large) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\StreamManager.cs:line 519
at DuckGame.NetworkConnection.PostUpdate(Int32 frameCounter) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NetworkCore.cs:line 887
at DuckGame.NCNetworkImplementation.PostUpdate() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NCNetworkImplementation.cs:line 1237
at DuckGame.MonoMain.RunUpdate(GameTime gameTime) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 1240
at DuckGame.MonoMain.Update(GameTime gameTime) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 910
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at DuckGame.Program.DoMain(String[] args) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\Program.cs:line 133
at DuckGame.Program.Main(String[] args) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\Program.cs:line 41

Date: 02/23/2018
Version: 1.0.6628.22575
Platform: Windows 7
Online: TRUE
Ping: 0
Loss: -2147483648
Jitter: 0
IsHost: False
Editor: False
Time Played: 00:07:20
Special Code: WAY AFTER DRAW HAT
Code: 12345
Adapter Resolution: 1280x719
Game Resolution: 1366x768
Fullscreen: True
Device: True
Level: DuckGame.JoinServer
Mods: 486 (2 enabled)
Command Line:
Flytrap 23 Feb, 2018 @ 2:27pm 
OH YEA
familydoctorate 23 Feb, 2018 @ 2:35pm 
this makes me happy. i appreciate you, landon :rabbitfoot:
Maślak ♪ 23 Feb, 2018 @ 2:48pm 
Wow, great stuff!
What about disappearing ducks/magnet gun shenanigans though?
Is there going to be better support of .hat hats? (Making them more "official" like being able to upload them directly by using game, maybe custom particles etc).

Also, can we have short instruction how to back up save file? Would be nice! :golden::bigups:
eighty 23 Feb, 2018 @ 2:55pm 
Please post all bugs in the beta subforum for easy categorizing!
Last edited by eighty; 23 Feb, 2018 @ 2:56pm
Arévalo 23 Feb, 2018 @ 3:15pm 
this is great, but is so hard add the vines into the online ?
Killer-Fackur 23 Feb, 2018 @ 3:18pm 
Originally posted by ArevaLo:
this is great, but is so hard add the vines into the online ?
yes.
Next update: Mechs
Bolus™ 23 Feb, 2018 @ 7:46pm 
Why am I not at the credits, Heh
CORPTRON  [developer] 24 Feb, 2018 @ 10:11am 
@Fluury good catch, I'll fix those two bugs right now! Is there a key that would make more sense for macro than '@' for european keyboards that I could potentially use instead?

@Gumba thanks for the crash report, looks like it's to do with input mode synchronization. What do you use to play Duck Game, the keyboard or some kind of controller? If you use a controller what kind is it?

@Maślak I'll add instructions for backing up saves to the main thread post! I thought I fixed the magnet gun stuff actually, just forgot to put it in the change log.It's possible I messed up fixing it again though as it's a really hard bug to deal with. Hat uploading through the game is a good idea, also considering bundling the hat builder with the game though I think the 3rd party one does the same stuff now.

@ArevaLo I've thought of a few solutions for this, the hardest thing with synchronizing vines online is that they're physics chains that multiple players can affect at the same time, if you've ever picked up both ends of a ragdoll with somebody online you'll see how the vines work when two people are on them ^^ I could give it a shot though, maybe some smoothing would solve everything.

@Bolus Actually just added you, you've helped a lot with bugs so sorry about that! :D If anyone else feels left out let me know, I tried to get everyone who helped a fair bit in the credits but I'm sure I'm still missing people :(


Thanks for all the comments and support, you guys make updating the game so much easier and your support is amazingly cool. Let's work to make this the most best greatest update that ever was :bananas:
fluury 24 Feb, 2018 @ 10:18am 
Well on the EU keyboard to use "@" you'd have to do press 2+shift, while normally it would be ALT-GR + Q. How is it on the American layout? The same? Because right now, I really can't think of any other button and I suppose 2 works, sorry :(

Thanks for all the work you are putting into Duck Game Landon, I can't wait for the Switch version to play Duck Game with granpas in waiting rooms :)
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Date Posted: 23 Feb, 2018 @ 1:35pm
Posts: 140