It's been a busy few months! Most of my time recently has been spent working on my final year project at university, which is now complete.
I've now uploaded the C++/SFML version of Rotion to Desura for alpha players. The full changelog is available here, but some of the main updates from the last Desura version are as follows:
-Ported entire codebase from XNA to C++/SFML for cross-platform development.
-Added name entry for high scores in Survival
-Added AI type: Flitter (jumps around the level randomly)
-Auto-switch between gamepad/mouse when plugging or unplugging a gamepad
-'Your best time' now shows on Time Trials
-Added two new achievements
-Fixed timestep; Rotion will now run at the same speed regardless of framerate. Vsync will always be used if available.
-Improved overall load time (vastly)
-Changed camera zooming; camera stays at the current zoom until changed
-Improved gamepad thumbstick responsiveness & difficulty compensation when using one
-(Windows) moved user data to a user-specific folder rather than the common folder
-Finished 30 levels, each with four time trials
I've set up the Linux branch and will do a little testing before making that public. However, buying the alpha will allow you to play on both platforms (same for Mac when I get there). Until it's ready, here are some screenshots of Rotion running on Ubuntu:
I'm also considering updating the demo to a) sync it with the recent changes and b) make it cross-platform. The existing demo is now quite far behind and doesn't really represent the full game any more.
(press pack now available from site)