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* games/invisigun-heroes: Update to version 1.8.7aszlig2020-11-101-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes: * New localization: Russian * GAME: Performance optimizations * GAME: Faster startup * GAME: Framerate locked at 60fps to prevent timing drifts * GAME: Vsync disabled and setting removed due to sync timing issues * UI: Adjusted some button target visuals for clarity * UI: Much improved UI performance in online lobbies * UI: Warning when time-based modes are almost over is more clear * JOURNEY: Aether's boss shows shields on all body segments instead of just the head * JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to 0.75s * UI: Fixed letterboxing shadows in middle of screen * UI: Localization corrections * UI: Fixed some text labels' display in Japanese * UI: Fixed offset scrolling positions in options menus * UI: Possible fix for blank interface elements (sanity checks when data loading on startup) * INPUT: Fixed some instances where control would be lost * NET: Fix for some disconnection cases when returning to the lobby after a match * NET: Fixed degrading network performance as a match progresses * NET: Fixed online stuttering and hitches after the first round * NET: Fixed incorrect shot style being set on clients * NET: Fixed freezing that can occur in Zone Control and Carrier modes * NET: More accurate framerate-independent timers for online modes * GFX: Fixed Selene's jump shadow showing in the wrong location for 1 frame * GFX: Fixed Phoebe instantly showing at her teleport destination for 1 frame * IRIS: Fixed being able to dash over Djaan-Khe's traps * EPI: Fixed not triggering footstep effects if activating ability midway to the next tile * DJAAN-KHE: Fixed not triggering footstep effects if activating ability midway to the next tile The full upstream changelog can be found at: https://www.sombr.com/pub/SIG/changelog/ Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Get nick name from environmentaszlig2020-03-291-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | Since the player's nick name is retrieved via Steam we don't get any nick name via the DRM-free version. To cope with this, the nick name is now determined by looking at the INVISIGUN_NICKNAME and USER if the former is not defined. If people don't want their local user name to be displayed to others, there is a setting in the options menu to disable this behaviour. The reason why I patched the call to Tools::FilterText (which is used sanitise the nick name) instead of a more specific one is because the more specific one is optimized out in the build: IL_0000: ldarg.0 IL_0001: call string class Tools::'?????????'(valuetype '?????????') IL_0006: call string class Tools::FilterText(string) IL_000b: ret So the only way to patch out the call in IL_0001 would be to use addresses/offsets, which is bound to break in the next upstream version. However, since the output is essentially wrapped in Tools::FilterText, I decided to patch that one instead and we simply throw away the argument. Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.8.1aszlig2020-03-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes for version 1.8.1: * IRIS: Fixed crash involving dash on Stage 6 * EPI: Fixed cluster shots spawning at real Epi's location when hitting ghost Epi * CONTROLS: Fix loss of subsequent control if pause menu is open when a round ends online Upstream changes for version 1.8.0: * UI: Any player can control or skip instant replays after the first full viewing * UI: Lab hero menu starts with your current hero selected * INPUT: More accurate movement tapping when standing still * UI: Minor localization edits * UI: Pixel alignment visual fix on game mode selector buttons * UI: Fixed player selectors sometimes not showing ability text when you first join in * EPI: Fixed cluster shots hitting ghost Epi instead of real Epi when they occupy the same tile * EPI: Fixed shield showing for one frame on real Epi when toggling off ghost Epi * DJAAN-KHE: Fixed being able to trap players when they are in respawn invincibility time * DJAAN-KHE: Fixed footsteps/surface FX triggering when laying traps * GAME: Fixed sometimes not being able to fire when standing in same position as a dead player * GAME: Fixed edge case that could prevent players from respawning in sudden death situations * GAME: Fixed edge case where security cameras would fail to rotate towards some corners I also changed the screenshot path to use "$XDG_DATA_HOME/Invisigun Reloaded", since this is the new location of the "Reloaded" update which I didn't yet fix. Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.7.16aszlig2020-02-101-5/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Lots of changes have been introduced in version 1.7.6, so here is a small summary: * New "The Hero's Journey" mode, which allows to discover the abilities of each hero along with challenges and puzzles. * Three new heroes: Djaan-Khe, Zephyr, Violet * Challenge mode has been removed (replaced by "The Hero's Journey"). * Guest Edition has been removed. The full changelog can be found here: http://www.sombr.com/pub/SIG/changelog/ While Invisigun Heroes in general went pretty smooth when it comes to packaging on our side, this time unfortunately we needed to patch something. There is now a new "config.json", which is written inside the game's data directory. Of course, since the data directory resides in the Nix store, I've relocated the file to be written into the the config directory ($XDG_CONFIG_HOME/unity3d/Sombr Studio/Invisigun Reloaded) of the game. Note that the config directory has also changed from "Invisigun Heroes" to "Invisigun Reloaded", so if you don't want to play the old version, you can delete the "Invisigun Heroes" directory. Signed-off-by: aszlig <aszlig@nix.build>
* games: Use preferLocalBuild for fetchersaszlig2019-06-111-0/+1
| | | | | | | | | | | | | | | | If we're on a machine with remote builds enabled, we'd like to prefer not having our login credentials to be pushed on a remote server. We of course also don't want the actual games to end up on a different machine, so let's use preferLocalBuild to avoid this. Unfortunately avoidance is not at any cost, because if we for example use a different system attribute, it might be built on a remote machine nevertheless. Ideally there would be something like "forceLocalBuild", which avoids remote builds at any cost. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* games: Use "mono" instead of "mono50"aszlig2019-02-131-3/+3
| | | | | | | | | | | The use of mono50 was just an old relic where I was debugging some issue with a game, but I used it as a template for packaging other games, so it spread throughout the code base. I've tested all these games just to make sure they still work with the latest version. Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.6.101aszlig2018-11-171-2/+2
| | | | | | | | | | | | | | | Upstream changes since version 1.6.100: * UI: Lobby chat messages don't reset the auto countdown timer for Guest Edition matches * NET: Increased connection and idle timeouts to prevent disconnections in some high latency cases Full upstream changelog: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.6.100aszlig2018-11-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This includes upstream release version 1.6.97 and 1.6.100, the latter being mainly a bugfix release. Version 1.6.100 contains the following changes: * UI: Fixed display of waiting-for-more-players time for Guest Edition * UI: Fixed soft lockup that could occur when randomizing player bot selections * UI: Fixed edge case that could cause the match to not fade in (black screen) * UI: Italian localization updates The major update however is version 1.6.97, which contains the following changes: New features: * New powerup: Ability Boost * UI: You can choose an emote to display on the scoreboard after you die * UI: You can now edit the match settings without leaving the lobby! * UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac) * NET: Online matches will auto start from the lobby after 30s of inactivity * NET: All matches will auto return to the lobby after 30s of post-match inactivity Updated features: * Land Grab: Markers appear a little bit faster when you've reached a tile * The Conundrum: Some map layout adjustments * NET: Better selection of open UDP ports * NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online * UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact) * UI: Better render texture selection for screen recording depending on platform * UI: Loading indicator in lobby shows when match is preparing to start * UI: Most menus and options now wrap vertically and horizontally when navigating * UI: Map selectors show an indicator for how many maps there are & which you are on * UI: Updated Cerebrus planet look * UI: Unified lobby actions menu and start match behavior / inputs * UI: Hero profile demos updated; some have a second player to show ability interactions * GAME: Improved handling to protect against saved data corruption * SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX) Fixes: * EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock * EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug) * RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped) * SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles * GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real) * GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real) * UI: Some localization fixes for button labels * UI: Fixed being able to navigate to the title screen bulletin items even if they aren't visible * UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities * UI: Fixed some display issues with hidden indicators in replays * UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc) * UI: Partial GIF files are deleted if the export process is canceled * UI: Fixed different spectator modes visibility in time delayed situations * UI: Fixed fade-in on tips screen * UI: Fixed copyright date * UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message * UI: Some Italian localization corrections and updates * NET: Game doesn't soft-lock on catastrophic network transport layer failures * NET: Fixed edge case that could leave a client in a joining state while the match is being delisted * NET: Fixed potential for online lobbies to fail to continue after playing local matches * NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions * NET: Fixed LAN match joining * NET: More reliable LAN broadcasting and discovery * NET: Removed duplicate LAN match listings due to multiple network interface broadcasts * NET: Fixed LAN matches counting as online matches in stats * NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown * NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker You can find the full upstream changelog at: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Here is a more shiny blog post about this release: http://www.sombr.com/2018/11/12/v1-6-100-update-ability-boost-and-emotes-d/ Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.81aszlig2018-09-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New content: * New Cerebrus map: Chaos Pit Updates: * SYSTEM: This update will require DirectX 11 or OpenGL on Windows (DirectX 9 won't be supported) * GAME: Player visibility time after using their ability now includes the brief spam window time * UI: Ability recharge bar flashes during the short post-cooldown spam window time * UI: Game base resolution changed from 484x272 to 480x270 (resolution preferences will be reset) * UI: Some Chinese localization edits * UI: Improved progress scene performance * UI: Optimized screen fading transitions * UI: When exiting the lobby, you can choose to go back to match setup or the title screen * UI: Bulletin items on title screen will open associated URLs in your browser when activated Fixes: * EPI: Fix edge case that could cause ghost Epi's position to be out of sync online * GAME: Fix edge case that could cause a downward spiral if save data is corrupt * GAME: Cronus bombs' soot shouldn't affect players with Silent Steps * GAME: Fix potential for minecarts to bump objects on opposite side of a shot hitting them * UI: Fix error that prevented all victory phrases from showing up (custom or default) * UI: Fix loss of UI focus if spamming save/cancel buttons in options sub panels * UI: Fix timing edge case that could cause the cooldown indicator to not show online * UI: Fix edge case that could leave a dialog box onscreen * NET: Fix edge case that leaves the client in lobby-limbo if the host disconnects * NET: Fix remote clients not skipping tips screen when playing consecutive online matches * NET: Handled some edge cases when there is no internet connection present Full upstream changelog: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* towerfall-ascension: Move patcher into own pkgaszlig2018-07-191-94/+6
| | | | | | | | | | | | The patcher using Cecil is now in its own derivation and can thus be easily added via nativeBuildInputs. Patching FileStream types is so common that it comes in handy for other games using Mono. I also improved the patcher a little bit so it accepts command line arguments and it's easier to add the types that needed to be patched directly via command line arguments. Signed-off-by: aszlig <aszlig@nix.build>
* games/itch: Add Towerfall Ascensionaszlig2018-07-012-0/+179
| | | | | | | | | | | | | | | | | | | | | | | | | | Packaging is a bit similar to what we had to do back then with Opus Magnum (see commit 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342) where some game data files were tried to open in read-write mode. I'm using the same patcher (which is using Mono.Cecil) that I have used for Opus Magnum back then but I've cleaned it up a bit. In the long term I'd try to make the patcher a bit more generic so that it can be used for other Mono-based games, because opening game data files in read-only mode seems to be fairly common among a few other games I haven't fully packaged yet. The game also tries to execute "xdg-open error_log.txt" in the event a uncaught exception occurs, which then fails because no xdg-open is available. So instead, I made a small dummy wrapper which just runs "head" on the error.log instead. Another thing which unfortunately is currently not working is the editor, because it tries to create a directory ("Workshop") within the game's content directory, which - again - doesn't work within the read-only Nix store. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.71aszlig2018-05-241-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The hotfix release 1.6.71 contains the following fixes: * UI: Fixed sorting of UI dialogs when in-match * UI: Fixed missing Chinese translation for training menu label * UI: Fixed resolution "free" label value change when changing languages New features in version 1.6.70: * New localization: French * New localization: Chinese * UI: Language selector is presented on first launch * UI: Some title screen layout adjustments for localization (complete reskin later) * CRONUS: Finally has a unique victory pose (like the rest of the cast) Fixes in version 1.6.70: * GAME: GIF export files are properly closed when canceling * GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled * GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host * GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects * GAME: Fixed missing left ember spawner on The Catacombs * GAME: Random map is refreshed when returning to the lobby from a match * GFX: Fixed the tint of Epi's ghost in his victory pose * UI: "Keyboard" is now properly localized on player selectors * UI: Fixed potential for game to stall if localized text parsing fails in some edge cases * UI: Better spacing in GIF end cards for multi-line Steam usernames * UI: Fixed Connect button being selected after removing IP digits using the GUI * UI: Various minor layout fixes for different locales * UI Fixed ready up indicator minor scaling issues * AUDIO: Fixed replays always playing SFX at max volume * EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.50aszlig2018-04-201-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * UI: Player colors are changeable in the lobby for the match * UI: Available powerups can be customized in match setup * UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name Updates: * PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2 * CRONUS: Bomb drop speed increased from 10 to 12 * CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5 * CARMEN: Max simultaneous blocks reduced from 3 to 2 * CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block * PHOEBE: Phoebe can't teleport back for 0.25s after teleporting * RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in * GAME: Guardians deploy from powerup pickup position * GAME: Land Grab default time limit reduced from 150s to 90s * GAME: Birds will scatter from Aether's pound and Cronus' bombs * GAME: More heroes can reliably buffer the next shot during their ability * NET: Host join key is persistent for the entire game session if the region is the same * NET: Last client join key used is saved for the session * UI: Guardian shows an indicator over targeted players when they are visible * UI: Title & Invisigun electricity FX don't continue forever * UI: Initial player choice is consistent (always begins on Selene) * UI: Custom phrases show an indicator on the victory phrase dialog * UI: Changed training pause label from "Exit" to "Menu" * UI: Updated victory phrase character presentation * UI: Lobby hero selectors show a loading spinner until they're ready for input * UI: Improved some powerup icons * UI: Added some icons to options buttons * UI: Smoother and more accurate replays and exported GIFs * UI: Even faster animated GIF exporting * UI: Replay GIFs show connection strength for online matches * UI: Better mini powerup icons on the scoreboard * SFX: Updated map loading audio cue * GFX: Power shots have a subtle animation on the front of the projectile * GFX: Softer rolloff for lighting fx Map updates: * The Conundrum: layout adjustments * Polar Express: minor tile swap, fewer ember spawns from the edges Fixes: * CARRIER: Fixed some bumping and positioning issues * SELENE: Selene can't evade scanner drone detection by jumping anymore * SELENE: Fixed not being able to buffer a shot after a double jump * CRONUS: Fixed issues with bomb trail timings when the game is paused * CRONUS: Fixed drop target stopping when bringing up the match menu during an online game * CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot * PHOEBE: Fixed proper destruction of projectiles teleported under mine carts * PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online * PHOEBE: Potential fix for getting shot right after teleporting online * EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting * EPI: Fixed possibility for remote client Epi to teleport to ghost's position on button mash * EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs * IRIS: More accurate powerup pickups while dashing online * IRIS: Fixed occasional failure for client dashes to work properly on remote connections * IRIS: Fixed occasional inability to dash through proximity doors * RONIN: Fixed some slash FX not showing up for remote clients * GAME: Fixed incorrect bot showing victory pose * GAME: Guardians could destroy the wrong shots if the original target was already destroyed * GAME: Fixed potential for mine carts to get stuck against some rocks * GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes * GAME: Potential fix for projectiles sometimes stalling * GAME: Powerups don't repeatedly drop while the match is inactive * GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions * GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs * GAME: Fixed players not being able to get hit by their own split shots * GAME: Fixed players being invulnerable to their own cluster shots * GAME: Improved accuracy of cluster bomb spawn location * GAME: Fix for hitting your own resisted shots if walking into them with lag * GAME: Fixed an issue causing short stun times canceling existing, longer stun times * GAME: Fixed occasional possibility for players to be invisible during respawns or round resets * UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene * UI: Fixed incorrect "up" controller label on player selectors in lobby * UI: Fixed traning pause menu input label when switching between keyboard and controllers * UI: Fixed spectator replay controls when switching between keyboard and controllers * UI: Fixed flickering UI elements on instant replay following export of GIF * UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.15aszlig2018-03-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * Localization: Italian * New Cerebrus map: Summit * New Cerebrus map: Yinyang * New Cerebrus map: Polar Express Updates: * CRONUS: Bombs no longer show nearby player indicator * CRONUS: Bomb impact area powers up the longer the target is left out * CRONUS: Bombs briefly show the impact area when a target is marked * CRONUS: Bombs leave soot on the floor which makes players leave a footprint trail * PROTEUS: Scanner drone shocks tagged players 2 times instead of 3 * PROTEUS: Scanner drone re-deploy cooldown also applies to self-destruction * UI: Simplified lobby host info; better readability and presentation * UI: "Join Code" is now known as a "Join Key" * UI: Post-round scoreboard shows Steam nicknames * UI: Post-match stats table headers changed to icons for localization space * UI: Reduced controller vibration in some UI scenes * GFX: Better tile transitions in maps with very different adjacent surface types * GFX: Improved Selene's victory pose sprite * SFX: Subtle audio cue when you first start moving to another tile, as input confirmation Fixes: * CRONUS: Fixed an issue where the center bomb tiles spawned simultaneously instead of staggered * CRONUS: Fixed bomb trails damaging scanner drones by touching their scan radius * GAME: Fixed revealer carrying over to the next round * CARRIER: Fixed carrier ball interactions while players are teleporting * UI: Fixed being able to quickly back out of scenes while they are transitioning in * UI: Fixed "Player Disconnected" popups when remote clients try to join an active match * UI: Fixed spam cooldown indicator still visible when a player dies * UI: Fixed blank lobby region flag when joining a match in "ANY" region * UI: Fixed flag icon showing in lobby when connected via IP * UI: Long controller names are truncated in lobby player selectors * GFX: Fixed pit beasts sorting issues with sand piles * GFX: Fixed y-sorting of Beast Tamer coins * GFX: Fixed y-sorting of some fence posts on Ice Prison * GFX: Fixed map objects showing proper bump FX over network * SFX: Fixed music fade out when exiting challenge mode Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.15aszlig2018-02-091-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New Cerebrus map: Back to the Future Updates: * RONIN: Slashed players will incur 0.25s of hard stun / push back, and 0.35s of soft stun * PROTEUS: Scanner Drone won't continue to shock dead players * PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last was destroyed (if shot down) * CRONUS: Drop target movement speed increased from 0.17s to 0.15s per tile * CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s * AETHER: Ground pound hit window is active for 0.25s instead of 1 frame * GAME: Arx-515 teleporters are disabled for 1.25s while being used * GAME: Reduced visibility time after firing from 0.75s to 0.5s * GAME: Slightly reduced replay recording memory usage * GAME: Improved presentation of players visible due to Revealer powerup * GAME: Players are snapped to the nearest tile when firing perpendicular to movement * GFX: Removed FX when revealer ends, which had the potential to reveal real Epi's position * GFX: Clarified readability of some boundaries on Aqueduct * GFX: Powerup parachute drops are slightly transparent until near the ground * UI: Hero Profile demos properly show ability cooldown indicators Fixes: * EPI: Fixed cluster shots from ghost Epi breaking shields * CRONUS: Fixed target disappearing on clients after attempting a drop over a disallowed area * CRONUS: Better drop target local simulation and feel for remote clients * MAPS: Added missing fence posts around holes on Conundrum * GAME: Slightly increased physics step rate to prevent some fast-moving collision misses * GAME: Fixed bumping builder blocks destruction after the reflection shield is already gone * GAME: Fixed potential to get shot in your original spot after teleporting online * GFX: Fixed projectile collision visuals' positions due to high-speed physics * GFX: Fixed projectile collision visuals' positions on network clients * GFX: Fixed exported GIF speeds due to vsync differences * UI: Fixed occasional disappearing in-match pause menu * UI: Fixed Proteus hero profile demo * UI: Fixed insane speed when changing controller setup types using analog sticks * PREFS: custom config file will no longer be reset during updates (after this release) * PREFS: custom config file has option to disable fullscreen FX for strobe-sensitive players Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.1aszlig2018-01-311-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New hero: Cronus * New planet: Cerebrus (Kickstarter Cartographers' designs) * New Cerebrus map: Temple Garden * New Cerebrus map: Triple Trouble * New Cerebrus map: The Four Seasons * New Cerebrus map: Aqueduct * New Cerebrus map: Ice Prison * New Cerebrus map: Cold Storage * New Cerebrus map: The Conundrum * Localization: Spanish (Latin American, ES-419) Updates: * UI: Added ability to change the game mode in the post-match menu * UI: Improved map thumbnails (reflects game-lighting) * UI: Time-based game modes modifier increment changed from 10s to 5s * UI: Changed UI title font to support more localization glyphs * GFX: Cluster bombs match their owner's color Fixes: * UI: Fixed "FREE" resolution setting in windowed mode always reverting back to fixed sizes * UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Add missing sandbox pathaszlig2017-11-241-0/+2
| | | | | | | | | For replays and custom phrases, Invisigun Heroes writes them to "$HOME/Invisigun Heroes", so we need to bind-mount that directory to the chroot as well. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* pkgs/build-unity: Add a saveDir attributeaszlig2017-11-211-0/+1
| | | | | | | | This is used for sandboxing and instead of letting all Unity games access the data of every other Unity game we now restrict it to its own save directory only. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.5.70aszlig2017-10-261-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New powerup: Cluster Shot * New powerup: Guardian Updates: * GAME: Blizzards vary in intensity, with max intensity slighty reduced * MAPS: Adjusted Zone Control area on The Long Run * GFX: Updated frozen player visuals * GFX: More efficient pooling & performance for sprite trails (dash, jump, etc) * SELENE: Added a subtle jump trail * UI: Updated some sprites to reduce buzzing on contrast-sensitive monitors * UI: Updated discord URL to the verified official address: discord.gg/invisigun * UI: Minor update to Epi's character image Fixes: * GAME: Fixed being able to act on an already-existing shot after picking up Split Shot * GAME: Fixed resistance & diagonal shot interactions * GAME: More reliable slow-motion timing for end-of-round moments * AI: Fixed several path-finding errors for bots * AI: Fixed bots staying in place momentarily while soft-stunned * SELENE: Fixed buffered shots still firing when landing on another player * RONIN: Slashing a player shouldn't remove their shield * MAPS: Fixed asymmetrical issue on Snowergrown Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/invisigun-heroes: Update to version 1.5.50aszlig2017-09-251-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * NET: Join & invite your Steam friends through the in-game lobby menu or Steam friends list * GAME: Experimental fallback for unsupported controllers & generic USB gamepads * GAME: Added an achievement for completing the training * UI: Your Steam nickname will show at the top left of the title screen * UI: New lobby chat message: "I'm going to spectate this match." * PREFS: Set your own data export path in the "config.json" file in the game directory Updates: * GAME: The shield is only lost when dealt actual damage (not via stuns, Yeti breath, etc) * GAME: Lower chance of character repetition when choosing random heroes * GAME: More obvious shocked/soft-stun effect and audio * GAME: Bubble Suit removed * NET: Online play requires the latest version if there's an update available * AETHER: Aether is immobile for 0.3s after a ground pound * AETHER: Aether's spam cooldown increased from 0.5s to 0.7s * AETHER: Aether's pound has a circular radius of 2 units from his center * AETHER: Pound hard stuns for 1.25s * AETHER: Pound pushback force is uniform * CARMEN: Destroyed block rubble remains for 3s instead of 0.5s * PROTEUS: Tagged players are slowed more (multiplier changed from 0.65x to 0.45x) * PROTEUS: The Scanner Drone can't be self-destroyed while pulse-revealing players * IRIS: Spam allowed reduced from 3 to 2 * EPI: Epi has an ability cooldown of 2s if the ghost is killed (no self-imposed cooldown) * UI: "Join Public Match" is now "Quick Match" with an icon update * UI: Searching for a public match in "Any" region is faster * UI: More fun title screen news Fixes * GAME: Fixed projectiles having no velocity if split while being reflected * GAME: Fixed controller lockup in lobby when switching from previously chosen player slots * GAME: Fixed perma-visibility after teleporting while revealed * GAME: Fixed disappearing revealer if it's pursuing a teleporting player * GAME: Fixed possibility that a Beast Tamer pit beast could spawn outside the map * AETHER: Aether no longer gets stunned if walking into a player that he pounded * EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered twice in a frame * UI: Fixed some lobby UI initialization before an online match is created * UI: Fixed edge cases that could cause a client to be stuck "waiting for host" in the lobby * UI: Fixed pause menu "Return to Lobby" button for Challenge Mode * UI: Fixed color & bloom values in field guide Full upstream change log: http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-game: Add unzip to nativeBuildInputsaszlig2017-09-131-5/+1
| | | | | | | | | | | A lot of games come as a Zip archive, so let's add it to nativeBuildInputs by default so we no longer need to deal with that for every single game. This also removes that line from Invisigun Heroes, so the package now is pretty much minimal and very clean :-) Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-unity: Switch to using buildGameaszlig2017-09-131-8/+1
| | | | | | | | | | | Now we no longer need to invoke patchelf by ourselves and all of the dependencies are patched automatically. I've added gtk2-x11, gdk_pixbuf and glib to buildUnity as well, because after inspecting other Unity games they seem to require the same libraries as well. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/invisigun-heroes: Factor out into buildUnityaszlig2017-09-101-37/+7
| | | | | | | | | | | There are a lot of Unity games out there, so it's a good idea to have a generic builder just for Unity, which we then can apply to a lot more games. Right now this is a pretty basic abstraction which I've only tested with Invisigun Heroes. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/invisigun-heroes: Update to version 1.5.30aszlig2017-09-101-2/+3
| | | | | | | | | | | | The full upstream changes are a bit long to list here between 1.5.1 and 1.5.30, so here are the release notes from the official site: http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php We're now using a version attribute for the fetchItch function, so that future updates won't break the package expression. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/fetch-itch: Allow to pass a versionaszlig2017-09-101-4/+30
| | | | | | | | | | | | | | | | | | So far we had a similar "experience" with itch.io as we had with humblebundle having upstream URLs being updated in-place and thus whenever we're trying to get an earlier revision than the latest one, our fetcher would fail. However, itch.io has build IDs which even contain version string that we can actually use in our packages as-is and they directly map to a build ID. This commit implements just that, so that whenever a version attribute is passed to fetchItch, an explicit version is selected. If such a version couldn't be found, a list of the most recent versions is displayed, which should also make it easier for updating packages. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: Add Invisigun Heroesaszlig2017-08-253-0/+137
This introduces support for fetching games from itch.io, because the Humble Bundle version unfortunately only provides a Steam key and we obviously don't want that. I only played two levels, but so far it works as intended. Signed-off-by: aszlig <aszlig@redmoonstudios.org>