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	<title>Oxeye Game Studio &#187; Cobalt</title>
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	<link>http://www.oxeyegames.com</link>
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		<title>Cobalt v102 Alpha change-log</title>
		<link>http://www.oxeyegames.com/cobalt-v102-alpha-change-log/</link>
		<comments>http://www.oxeyegames.com/cobalt-v102-alpha-change-log/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 14:01:08 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[Updates & Patches]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=748</guid>
		<description><![CDATA[Alterations:
Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.
Throwing as been reworked. Charge time is now variable depending on [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Alterations:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Throwing as been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Rolling now slows down reloading by a significant amount..</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">increased price of matter army issue from 250 to 275.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">switched price of spike bow and price for spike bow repeater</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Sliding backwards up walls is now possible.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Made air rolling backwards as easy as rolling backwards.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Changed weapons on smooth jazz.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">The Plus can now be moved with explosions and applied force.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Stick Grenade and Grenade now cost 15 instead of 16.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Improved the handling of the boomerang, also made it harder to hit with bullets.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Tweaked waves in survival house, as well as added 3 new tiers.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Reworked bird movement to be more fluent.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Added bird wing and breathing sounds and animations for when out of energy</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Activated tile physics can now hurt actors!</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Elevators can now crush enemies if squished by them.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Increased reload times for bird and shroom as well as lesser recoil recovery speed.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Altered layout and weapons and ai paths on cannon arena.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Missles have slightly more bullet time associated with it.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">new map by frall called voodoo!</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Bug-fixes:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Blowing up by a bomb no longer screws up the next life.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Fixed crash with trying to join a controller with a removed preset</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Plasma assault upgrade names</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Fixed stage selection loading everything too early.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Shop windows could be outside of level</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">laser pointer getting smoke as laser pointer.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Bounced and deflected projectiles now correctly generate bullet time</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Fixed left gas bouncer in position on windy valley.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Added repair broken weapon ai.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Max upgrade level upgrades could be left in the upgrade bench.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Fixed not being able to arrange bots into teams a second time without restarting the game.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Strange rolling down wall and then not being able to slide up it again bug fixed.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">fixed buying weapon, buying upgrade, and then buying the same type of gun again.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">improved transition to main menu with transparent menu disabled.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">added suicide distance ai to grenades.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Bots should not drop plug for the purpose of throwing it against projectiles now.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">reload animations to shroom and bird.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">shroom not sticking to ground after punch anymore as well as wall climbing more reliable.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">the switches for the doors on the survival maps are now only usable by players.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">fixed mouse being visible when it shouldn</div>
<p>We have put together a new version for Cobalt! This update has a number of changes to how certain aspects of the game works, which will be interesting to hear what you think about! We would also love to hear if any color-blind people out there find the color blind modes useful that we added in this version!</p>
<p>Full change-list after the jump!</p>
<p><span id="more-748"></span></p>
<h3>Alterations:</h3>
<ul>
<li>Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down your roll a lot making you vulnerable, but it also gives you very interesting control mechanics.</li>
<li>Throwing has been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.</li>
<li>reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.</li>
<li>auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.</li>
<li>Rolling now slows down reloading by a significant amount..</li>
<li>Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.</li>
<li>Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.</li>
<li>Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.</li>
<li>Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.</li>
<li>increased price of matter army issue from 250 to 275.</li>
<li>switched price of spike bow and price for spike bow repeater</li>
<li>Sliding backwards up walls is now possible.</li>
<li>Made air rolling backwards as easy as rolling backwards.</li>
<li>Changed weapons on smooth jazz.</li>
<li>The Plus can now be moved with explosions and applied force.</li>
<li>Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.</li>
<li>Stick Grenade and Grenade now cost 15 instead of 16.</li>
<li>Improved the handling of the boomerang, also made it harder to hit with bullets.</li>
<li>Tweaked waves in survival house, as well as added 3 new tiers.</li>
<li>Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.</li>
<li>Reworked bird movement to be more fluent.</li>
<li>Added bird wing and breathing sounds and animations for when out of energy</li>
<li>Activated tile physics can now hurt actors!</li>
<li>Elevators can now crush enemies if squished by them.</li>
<li>Increased reload times for bird and shroom as well as lesser recoil recovery speed.</li>
<li>Altered layout and weapons and ai paths on cannon arena.</li>
<li>Missles have slightly more bullet time associated with it.</li>
<li>new map by frall called voodoo!</li>
<li>Safest Gate has been extended</li>
<li>Klonk now deals a small amount of heat damage</li>
</ul>
<h3>Bug-fixes:</h3>
<ul>
<li>Blowing up by a bomb no longer screws up the next life.</li>
<li>Fixed crash with trying to join a controller with a removed preset</li>
<li>Plasma assault upgrade names</li>
<li>Fixed stage selection loading everything too early.</li>
<li>Shop windows could be outside of level</li>
<li>laser pointer getting smoke as laser pointer.</li>
<li>fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.</li>
<li>Bounced and deflected projectiles now correctly generate bullet time</li>
<li>Fixed left gas bouncer in position on windy valley.</li>
<li>Added repair broken weapon ai.</li>
<li>Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.</li>
<li>Max upgrade level upgrades could be left in the upgrade bench.</li>
<li>Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.</li>
<li>Fixed not being able to arrange bots into teams a second time without restarting the game.</li>
<li>Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.</li>
<li>Strange rolling down wall and then not being able to slide up it again bug fixed.</li>
<li>fixed buying weapon, buying upgrade, and then buying the same type of gun again.</li>
<li>improved transition to main menu with transparent menu disabled.</li>
<li>fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.</li>
<li>added suicide distance ai to grenades.</li>
<li>Bots should not drop plug for the purpose of throwing it against projectiles now.</li>
<li>Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.</li>
<li>reload animations to shroom and bird.</li>
<li>shroom not sticking to ground after punch anymore as well as wall climbing more reliable.</li>
<li>the switches for the doors on the survival maps are now only usable by players.</li>
<li>fixed mouse being visible when it shouldn’t</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://www.oxeyegames.com/cobalt-v102-alpha-change-log/feed/</wfw:commentRss>
		<slash:comments>32</slash:comments>
		</item>
		<item>
		<title>Cobalt v101 Alpha change-log</title>
		<link>http://www.oxeyegames.com/cobalt-v101-alpha-change-log/</link>
		<comments>http://www.oxeyegames.com/cobalt-v101-alpha-change-log/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 14:53:43 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[Updates & Patches]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=726</guid>
		<description><![CDATA[We have updated Cobalt to version v101 Alpha. Since the auto-updater had some bugs in it, you will need to download a new installer this time. Simply install to the same folder as previously.
Head over to http://www.PlayCobalt.com to download the new installer.
For a full change-log, click read more.


Edit control presets in settings menu.
Switching team resets [...]]]></description>
			<content:encoded><![CDATA[<p>We have updated Cobalt to version v101 Alpha. Since the auto-updater had some bugs in it, you will need to download a new installer this time. Simply install to the same folder as previously.</p>
<p>Head over to <a href="http://www.PlayCobalt.com">http://www.PlayCobalt.com</a> to download the new installer.</p>
<p>For a full change-log, click read more.</p>
<p><span id="more-726"></span></p>
<ul>
<li>Edit control presets in settings menu.</li>
<li>Switching team resets spawn point</li>
<li>Bots can now be manually moved around if autoBalanceBots is off.</li>
<li>“Bunny-jumping” to the left works as well as right</li>
<li>Pressing esc/start while in shop no longer hangs input.</li>
<li>Shop is no longer cut off out of camera when having moved around some.</li>
<li>Bots no longer get stuck when trying to punch each other in really close combat. Should also fix similar problems with grenades and similar.</li>
<li>Fixed offline indicator in corner not being accurate.</li>
<li>Blaster splash heat effect goes through shield</li>
<li>Shield belt is now slightly visible when activated, and a lot more obvious when it is powering down.</li>
<li>Shield belt now works while animating activation.</li>
<li>Grenade gun has 14% longer reload time.</li>
<li>Blaster Ballet and Secret Hideout should now have better pathing.</li>
<li>Added some tutorial rooms and modified some.</li>
<li>Stores now restock even when items have been bought up completely.</li>
<li>All VS maps now have all 4 teams enabled.</li>
<li>Direct hits with Flashbang will now destroy a shield belt charge.</li>
<li>Sound and music will mute when window not in focus</li>
<li>Red robot (ninja) has a longer attack animation</li>
<li>Phaser gun has slightly less bullet time associated with it.</li>
<li>Variable throwing power with throwables works now. Tap quickly to throw weak.</li>
<li>Shield belt does not have warning sound if it has never been charged.</li>
<li>Bullet time is tuned to adapt more fluently to more players, also bullet time secondary range effect is now dependant on the source range, which makes for much more fluent bullet time in general.</li>
<li>Added bullet time and auto aim options enable/disable in settings.</li>
<li>Increased objective limit caps</li>
<li>safes and revive stations no longer destroy input.</li>
<li>changing settings with held down button is now a lot faster.</li>
<li>Improved rolling behaviour against walls, (hold against wall and roll to fall down smoothly)</li>
<li>Cobalt used to loose air control in some odd situations. Hopefully some fixed.</li>
<li>Grenades and pickups now explode in lava.</li>
<li>Added slight gradient to flashbang B&amp;W effect</li>
<li>Fist has slighly shorter charge up time and slightly longer range.</li>
<li>A successful maxiumm charged fist hit will now give a bonus to the speed of the next fist charge up.</li>
<li>Fixed converting of valuables getting stuck if leaving and returning to converter while ending.</li>
<li>Predator jumping Ai improved.</li>
<li>Guards no longer sometimes get stuck in a direction holding a throwable ready.</li>
<li>Bindable reload action.</li>
<li>Gyrojet gun tweaked balance wise, now slightly less forceful and slighly more expensive.</li>
<li>Added player health option to survival. Anything except normal will force practice mode.</li>
<li>In survival, if a player leaves, no more players can join mid-game. The max number of players having been present in a survival game are displayed below the score if above 1.</li>
<li>Slugger Cobra has slightly more recoil and spread over long firing duration</li>
<li>upgrade bench crash bug when re-entering upgrade bench while upgrading fixed.</li>
<li>Some debug print messages did not render properly</li>
<li>Can buy ammo and shower repeatedly by holding.</li>
<li>Nano shower effect more clear, also hud disappears when using.</li>
<li>Metalface sparks randomly when damaged</li>
<li>Fixed jumping straight up on slopes being bugged.</li>
<li>Fixed Ai bug where Ai’s would actually run towards dangers instead of from them.</li>
<li>Picking up multiple ammo boxes before pickup animation finishes will add the numbers together to show total pickup.</li>
<li>Bots could not pickup plug because they were holding throwables charged</li>
<li>Rocks have a different damage curve, exponentially less with low speeds..</li>
<li>Birds have a slower throw animation, which should trigger an earlier bullet time reaction.</li>
<li>Added shield belt upgrades to be purchasable in the upgrade bench.</li>
<li>Salvaged items can no longer be reloaded. Was a bug.</li>
<li>Gas plants now deflect railgun slugs too. Also, bounced bullets can hit the shooter.</li>
<li>Debug keys are now disabled unless you set “enableDebugKeys” to “true” in debug.cfg</li>
<li>Increased slugger revolver fire rate a tiny bit, but slowed down reload speed a tiny bit.</li>
<li>Slugger bullets now modify damage slightly by speed. In practice, this means pipe, and upgraded revolver will do slighly more damage, while breacher will do slightly less.</li>
<li>Slugger Breacher has increased rate of fire.</li>
<li>Added strong recoil to railgun, but also 33% longer reload and less bullet time effect.</li>
<li>Modified Survival House difficulty curve.</li>
<li>In Survival House, Ninjas no longer use the shield belt, have less guns in general, but now instead have the force device, which is an area of effect attack but also pushes grenades and projectiles away.</li>
<li>Capital letters in profile name editing if you tap up</li>
<li>Esc/start now pauses the game for everyone.</li>
<li>Windy Valley now has infinite ammo as it is supposed to be.</li>
<li>Fixed some input freeze bugs when going in and out of menues.</li>
<li>Maybee fixed sound looping in menues error,, please report if it happens.</li>
<li>The most a map can zoom out is now a Camera Mode configurable number.</li>
<li>Added option in settings for following bots with the camera.</li>
<li>Added deathmatch map Tomb.</li>
<li>Fixed a bug with the auto-updater that make it impossible to download big files.</li>
<li>Launcher isn’t frozen while it tries to log in</li>
<li>Launcher now tries to set a valid screen resolution if 1280&#215;800 isn’t supported</li>
<li>Play offline, if valid, is available without logging in</li>
<li>Fixed the change log being double (repeated twice)</li>
</ul>
]]></content:encoded>
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		<slash:comments>64</slash:comments>
		</item>
		<item>
		<title>Looking for Help?</title>
		<link>http://www.oxeyegames.com/looking-for-help/</link>
		<comments>http://www.oxeyegames.com/looking-for-help/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 19:07:18 +0000</pubDate>
		<dc:creator>jeb</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[Mojang]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=720</guid>
		<description><![CDATA[Hey hey!
Some of you have had problems with your Mojang accounts, but we don&#8217;t have access to the account or billing systems so we are unfortunately not able to help you. If you have a problem with your Mojang account, gift codes or billing, please use Mojang&#8217;s support system here: http://help.mojang.com, or send them an [...]]]></description>
			<content:encoded><![CDATA[<p>Hey hey!</p>
<p>Some of you have had problems with your Mojang accounts, but we don&#8217;t have access to the account or billing systems so we are unfortunately not able to help you. If you have a problem with your Mojang account, gift codes or billing, please use Mojang&#8217;s support system here: <a href="http://help.mojang.com/">http://help.mojang.com</a>, or send them an email here: <a href="http://help.mojang.com/customer/portal/emails/new">http://help.mojang.com/customer/portal/emails/new</a></p>
<p>However, if you have a problem with Cobalt itself, such as installing, starting the game or have another game-related question, feel free to contact us on the <a href="http://getsatisfaction.com/cobalt">Cobalt GetSatisfaction</a> page, or get help from the community at the <a href="http://www.cobaltforum.net/forum">Cobalt forums</a>!</p>
<p>Cheers!</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Now we develop with you!</title>
		<link>http://www.oxeyegames.com/now-we-develop-with-you/</link>
		<comments>http://www.oxeyegames.com/now-we-develop-with-you/#comments</comments>
		<pubDate>Fri, 16 Dec 2011 20:22:55 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=697</guid>
		<description><![CDATA[We started alpha access for Cobalt!
Go to:
www.playcobalt.com

for more info!
Yay!
]]></description>
			<content:encoded><![CDATA[<p>We started alpha access for Cobalt!</p>
<p>Go to:</p>
<h1><a href="http://www.playcobalt.com" target="_blank">www.playcobalt.com</a></h1>
<p><a href="www.playcobalt.com"></a><br />
for more info!</p>
<p>Yay!</p>
]]></content:encoded>
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		<slash:comments>66</slash:comments>
		</item>
		<item>
		<title>FIRST COBALT FAN ART!!!!1111</title>
		<link>http://www.oxeyegames.com/first-cobalt-fan-art1111/</link>
		<comments>http://www.oxeyegames.com/first-cobalt-fan-art1111/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 11:12:00 +0000</pubDate>
		<dc:creator>jwj</dc:creator>
				<category><![CDATA[Cobalt]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=685</guid>
		<description><![CDATA[SamCube from Wondercraft drew this so JWJ can finally have an avatar. It also just so happens to be the first piece of Cobalt fan art that we&#8217;ve seen. nuff said.

More after the jump!

Keep&#8217;em coming!
]]></description>
			<content:encoded><![CDATA[<p><a href="https://twitter.com/#!/WooonderCraft">SamCube</a> from <a href="http://www.wondercraft.net">Wondercraft</a> drew this so <a href="https://twitter.com/#!/jjervey">JWJ</a> can finally have an avatar. It also just so happens to be the first piece of Cobalt fan art that we&#8217;ve seen. nuff said.</p>
<p style="text-align: center;"><img  class="size-full wp-image-686 aligncenter" title="SamCube fanart" src="http://www.oxeyegames.com/wp-content/uploads/2011/12/VpJKG1.png" alt="SamCube fanart" width="512" height="449" /></p>
<p>More after the jump!</p>
<p><span id="more-685"></span></p>
<div id="attachment_692" class="wp-caption aligncenter" style="width: 310px"><img  src="http://www.oxeyegames.com/wp-content/uploads/2011/12/Cobalt-300x210.jpg" alt="Sweet Cobalt, imagined by Jacob Andersson." title="Cobalt" width="300" height="210" class="size-medium wp-image-692" /><p class="wp-caption-text">Super sweet Cobalt, imagined by Jacob Andersson.</p></div>
<p>Keep&#8217;em coming!</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>No networking? Shenanigans!</title>
		<link>http://www.oxeyegames.com/no-networking-shenanigans/</link>
		<comments>http://www.oxeyegames.com/no-networking-shenanigans/#comments</comments>
		<pubDate>Tue, 13 Dec 2011 02:02:03 +0000</pubDate>
		<dc:creator>jwj</dc:creator>
				<category><![CDATA[Cobalt]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=643</guid>
		<description><![CDATA[Hello again, Cobalt fans and friends! This is Jacob Jervey (also known as JWJ and @jjervey), the latest team member of Oxeye.
We announced earlier today that Cobalt alpha preorders were right around the corner and from what we&#8217;ve seen, people are EXTREMELY excited, and because of that &#8211; so are we! However, some of you [...]]]></description>
			<content:encoded><![CDATA[<p>Hello again, Cobalt fans and friends! This is Jacob Jervey (also known as JWJ and <a href="https://twitter.com/#!/jjervey" target="_blank">@jjervey</a>), the latest team member of Oxeye.</p>
<p>We announced earlier today that Cobalt alpha preorders were right around the corner and from what we&#8217;ve seen, people are EXTREMELY excited, and because of that &#8211; so are we! However, some of you may have been slightly disappointed after reading that networking wasn&#8217;t in the team&#8217;s vision for the game right now.</p>
<p><span id="more-643"></span></p>
<p>It&#8217;s true; the networking functionality is very much still in the &#8216;figuring out&#8217; stage, but I personally think it would be a crime to not implement it. That&#8217;s why I&#8217;ll be working on a proof of concept so you can play with your friends, whether they&#8217;re next to you or across the globe. <em><strong>Because this is a proof of concept, it may not be included in the game.</strong></em></p>
<p><strong>Le gaspe! How will it work?</strong></p>
<p>As much as I want to be extremely technical right now, networking is still very much in development. You can&#8217;t even play together for that matter, just chat. So please know that anything in this post may change.</p>
<p>My plan is to have both a listen server (you would play and host the server at the same time from the same game) and a dedicated server (console based). The dedicated server will likely be released after the listen server. You will also be able to have more than one person on a single computer using their own controllers, much like some games on the XBox. Additionally, I&#8217;m hoping to utilize a technique known as &#8216;NAT punchthrough&#8217; which will allow you to host a server even though you&#8217;re behind a firewall, without requiring any port forwarding or otherwise. This is what Portal 2 utilizes for its co-op.</p>
<p>Essentially, I&#8217;m going to be giving you the ability to join two or more games together so it&#8217;s almost as though those additional controllers are right next to you. You&#8217;ll be able to instantly connect to any other game, no matter what point the host is at. Getting owned by your friends in a 2v1 Capture the Plug and you want to call in some internet backup? Just press the host button and have your friend join up.</p>
<p><strong>What does it take to implement networking?</strong></p>
<p>An extreme understanding of most of the game&#8217;s engine and the game itself, both from a player perspective and a programmer&#8217;s perspective. It&#8217;s quite difficult to delve into a game that is so far into its development and write a networking system from scratch without first spending a lot of time figuring out how every single thing interacts. You need to know what&#8217;s important to keep track of; it&#8217;s not important if one game has a light that&#8217;s 80% bright and the other game has one that&#8217;s 20% bright.</p>
<p>Cobalt is a huge game, both in content and code, so I&#8217;m still learning as I work. Luckily, the game itself features hotseat multiplayer which makes adding networking (relatively) a piece of cake. The game essentially already acts as a server, letting a player join and leave at any time. For the most part, it&#8217;s simply a matter of keeping things in sync between the clients that are connected. Such things include stage changes, new players joining the game, or an AI&#8217;s velocity and position. For the dedicated server, I just have to disable input and graphics (and probably some other changes here and there).</p>
<p><strong>When are we going to see networking in Cobalt?</strong></p>
<p>Definitely not soon (if ever, we&#8217;re not promising a single thing). I&#8217;ll keep everyone updated occasionally on the progress so you don&#8217;t lose hope, but as I said above, I have to get to know the game a lot better than I do right now before any real development happens.</p>
<p>If you have any questions, you can tweet me <a href="https://twitter.com/#!/jjervey" target="_blank">@jjervey</a> or talk to me on our IRC channel at irc.esper.net #cobalt. Also know that this isn&#8217;t a milestone for alpha/beta/gold, it&#8217;s simply something I&#8217;ll be working on and it may or may not be part of the game once it&#8217;s done or some rudimentary form of &#8216;done&#8217; that is at least fun to play. Please don&#8217;t bug any of the others about the networking as it&#8217;s 100% my job and they will just tell you to contact me (awww yeah, put on the pressure!)</p>
<p><em>(Article was edited slightly to clarify on the fact that this is a proof of concept and not a planned, promised part of the game)</em></p>
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		<slash:comments>42</slash:comments>
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		<item>
		<title>Cobalt pre-orders around the next bend!</title>
		<link>http://www.oxeyegames.com/cobalt-pre-orders-around-the-next-bend/</link>
		<comments>http://www.oxeyegames.com/cobalt-pre-orders-around-the-next-bend/#comments</comments>
		<pubDate>Mon, 12 Dec 2011 17:51:46 +0000</pubDate>
		<dc:creator>kinten</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=618</guid>
		<description><![CDATA[Hello friends!
We at oxeye are currently hard at work with bringing the Cobalt pre-order to you ASAP. In preparations for this we would like to share our visions of what Cobalt is and how the development of the game will play out over the coming months.
Hit &#8220;Read More&#8221; to read more  

What are the [...]]]></description>
			<content:encoded><![CDATA[<p><img  src="http://www.oxeyegames.com/wp-content/uploads/2011/12/cobaltCart-272x300.png" alt="Agent Cobalt" title="Agent Cobalt" width="272" height="300" class="alignleft size-medium wp-image-629" />Hello friends!</p>
<p>We at oxeye are currently hard at work with bringing the Cobalt pre-order to you ASAP. In preparations for this we would like to share our visions of what Cobalt is and how the development of the game will play out over the coming months.</p>
<p>Hit &#8220;Read More&#8221; to read more <img  src='http://www.oxeyegames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><span id="more-618"></span></p>
<p><strong>What are the plans for Cobalt?</strong></p>
<p>Our vision for Cobalt is to expand on the in-game editor  to the point where the player can create everything from single maps to whole campaigns from scratch, including adding their own units and characters and finally being able to share their creations with the community from within the game.<br />
Meanwhile, the development team will continue adding their own maps and game modes to the game as well as continue work on the main campaign. </p>
<p><strong>What will I get when pre-ordering Cobalt?</strong></p>
<p>When pre-ordering the game you will get access to the current build of the game as well as all future updates up until and including the full release of the game. This is limited to the PC-version of the game (Mac, Windows, Linux). Pre-orders will of course be offered at a discount price.<br />
By pre-ordering you support the continued development of the game. Think of it as part pre-order, part funding support.</p>
<p><strong>Current status of the game &#8211; Alpha</strong></p>
<p>The first alpha release includes two hot-seat versus game modes (capture the plug and death match) and a co-op game mode (survival). The number of players in hot seat mode is theoretically limited by the number of USB-controllers you manage to forcefully plug in to your poor computer. That and the hardware limitations of your computer. Theoretically.<br />
Our development philosophy is to keep it simple and manageable by being a relatively small team. That is why the alpha will be limited to the features we know are reasonably stable. This will help to keep development focused which in turn will help us update the game more often.<br />
Please note that the current alpha is only available for Windows.</p>
<p><strong>What are the major milestones for the game&#8217;s development?</strong></p>
<p><em>Alpha</em><br />
Hot seat multiplayer<br />
Continued work on singleplayer/co-op main campaign<br />
Introducing the level editor<br />
Windows only</p>
<p><em>Beta</em><br />
Fully functional level editor<br />
Continued work on singleplayer/co-op main campaign<br />
Introducing in-game level sharing<br />
Introducing more editors<br />
Windows, Mac OS X and Linux</p>
<p><em>Gold &#8211; Feature complete game includes:</em><br />
All editors fully functional<br />
In-game level sharing<br />
Completed main campaign<br />
Hot seat multiplayer</p>
<p><strong>What About Networking?</strong><br />
Since we know people will ask about this, yes, we would like networking too! And yes, we are actually looking at networking, but as it stands now, we are not including networking in our vision for the game because as it is now, networking remains uncertain.</p>
<p><strong>Who develops Cobalt?</strong></p>
<p>Cobalt is being developed by Oxeye Game Studio, which in reality means it’s being developed by three friends who all love making games: Daniel “thewreck” Brynolf, Jens “jeb” Bergensten and Pontus “kinten” Hammarberg. Thewreck is the main developer of Cobalt. He has pretty much single-handedly created the game with occasional help from the rest of the Oxeye crew.<br />
Oxeye have also aquired help from talented musician Mattias “Anosou” Häggström-Gerdt, artist and game designer Gabriel Verdon and programmer Jacob William Jervey.</p>
<p>Since the summer of 2011 Oxeye Game Studio has teamed up with Mojang to help bring Cobalt to release.</p>
<p>Love,<br />
Oxeye </p>
]]></content:encoded>
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		<slash:comments>64</slash:comments>
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		<item>
		<title>Cobalt EP</title>
		<link>http://www.oxeyegames.com/cobalt-ep/</link>
		<comments>http://www.oxeyegames.com/cobalt-ep/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 00:25:06 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=604</guid>
		<description><![CDATA[Anosou has put together an awesome ep with 2 tracks from the game, also remixed by 6 equally awesome musicians, and yes we are in las vegas! 
Here is the link to the ep:
Cobalt EP
]]></description>
			<content:encoded><![CDATA[<p>Anosou has put together an awesome ep with 2 tracks from the game, also remixed by 6 equally awesome musicians, and yes we are in las vegas! </p>
<p>Here is the link to the ep:<br />
<a href="http://anosou.bandcamp.com/album/cobalt-ep">Cobalt EP</a></p>
]]></content:encoded>
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		<slash:comments>11</slash:comments>
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		<item>
		<title>Cobalt Alpha Plan Update (again)</title>
		<link>http://www.oxeyegames.com/cobalt-alpha-plan-update-again/</link>
		<comments>http://www.oxeyegames.com/cobalt-alpha-plan-update-again/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 23:43:54 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Indie Life]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=599</guid>
		<description><![CDATA[Hi!
Delays and all that has got to be one of the most depressing parts about game development. I&#8217;m really looking forward to getting the alpha out so people can start digging their teeth into the game!
However, the fact of the matter is that the alpha is not possible to deploy yet =(.
We are working to [...]]]></description>
			<content:encoded><![CDATA[<p>Hi!</p>
<p>Delays and all that has got to be one of the most depressing parts about game development. I&#8217;m really looking forward to getting the alpha out so people can start digging their teeth into the game!</p>
<p>However, the fact of the matter is that the alpha is not possible to deploy yet =(.</p>
<p>We are working to release the alpha as soon as possible, and to avoid unnecessary speculation, I will not guess about any ETA.</p>
<p>Check out Jeb_&#8217;s tweet about it too!<br />
<a href="http://twitter.com/#!/jeb_/status/130223883646279680">http://twitter.com/#!/jeb_/status/130223883646279680</a></p>
<p>Again, if you want to discuss the game, I&#8217;m idling in #cobalt on IRC, esper.net</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Quick update about alpha</title>
		<link>http://www.oxeyegames.com/quick-update-about-alpha/</link>
		<comments>http://www.oxeyegames.com/quick-update-about-alpha/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 11:38:39 +0000</pubDate>
		<dc:creator>thewreck</dc:creator>
				<category><![CDATA[Cobalt]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.oxeyegames.com/?p=596</guid>
		<description><![CDATA[Hi!
I am very excited about getting this alpha going as soon as possible, but in reality it looks like we are not going to be making it in October since ironically the pre-order stuff will not be ready until the very last of October. But its not all bad cause I love to polish stuff! [...]]]></description>
			<content:encoded><![CDATA[<p>Hi!</p>
<p>I am very excited about getting this alpha going as soon as possible, but in reality it looks like we are not going to be making it in October since ironically the pre-order stuff will not be ready until the very last of October. But its not all bad cause I love to polish stuff! I will be working like a beast in the meantime to make the alpha as enjoyable as possible.</p>
<p>While we await the <em>&#8220;days of alpha&#8221;</em>, I would like to take this opportunity to find out some stuff about who you are but more importantly, what your hardware is! <a href="http://www.reddit.com/r/oxeyegames/comments/l2wa5/hi_there_i_would_like_to_know_more_about_you/">this thread</a>!</p>
<p>If you have questions about the game, please use our <a href="http://www.reddit.com/r/oxeyegames/">Reddit page</a></p>
<p>Furthermore, I (<strong>thewreck</strong>) will be idling in the IRC-channel #Cobalt on esper.net. Cya there!</p>
<p>/thewreck</p>
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