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Open Hexagon update for 29 March 2021

Open Hexagon 2.0.4 is now released!

Share · View all patches · Build 6454216 · Last edited by Wendy

Patchnotes via Steam Community

Hello everyone – Open Hexagon 2.0.4 is now available!

This is the third official update since the Steam release, and it focuses on engine and performance improvements, and empowering level creators with a new in-game Lua console, pack dependencies, and many new Lua functions.

Enjoy!

(For any question or feedback, please get in touch with me on our official Discord.)

Major Changes

[*]
Changed ticks per second from 120TPS to 240TPS, improving the game's precision during collision detection and movement

[*]
Level packs can now depend on other packs in order to promote code reuse and avoid repetition

[*]
Change Lua runtime to LuaJIT, having 20x better performance on average

  • Caveat: supports features only up to Lua 5.1

[*]
Added in-game debugging and experimentation tools in Debug Mode:

  • (F1): toggle Lua console, allowing to run code on demand and track variables in real-time
  • (F2): pause and un-pause the game -- Lua console is usable when the game is paused

New Levels

  • Added a new work-in-progress official level pack, Orthoplex, containing:* Arcadia: an unusual level with wavy patterns made out of custom walls
  • Bipolarity: fast-paced barrages and forced 180° player swaps

Level Improvements

[*]
Perfectly synchronized pulse and beatpulse with the music for all built-in levels

  • Exceptions: Golden Ratio and Acceleradiant, as they will be reworked in the future

[*]
Moved Baby Steps to a new pack, Tutorial, making its role more clear to new players

[*]
Added a graphical transition effect to the player's triangle when focusing/unfocusing

Minor Improvements

[*]
Added a few milliseconds of ignoring input after death to avoid accidental restarts

[*]
Added new Show Level Info option that displays information about the current level in the bottom-left corner of the screen, useful for streaming/recording

[*]
Added options to hide the timer and status text, useful for cinematic recordings

[*]
Added -printLuaDocs command line argument to print out Lua documentation

Bug Fixes

[*]
Fixed crash when attempting to change keyboard bindings

[*]
Fixed broken antialiasing menu setting, now supports up to 16x

[*]
Fixed t_eval crashing the game on Lua error

New Lua Functions

(Please refer to the Lua reference on the official wiki for a more detailed explanation.)
[*]
u_execDependencyScript: to load a script from one of the pack's dependencies

  • As opposed to u_execScript, which loads a script from the current pack

[*]
l_[set/get]ManualPulseControl: when set to true allows Lua scripts to manually control pulse values

  • l_[set/get]Pulse
  • l_[set/get]PulseDirection
  • l_[set/get]PulseDelay

[*]
l_[set/get]ManualBeatPulseControl: when set to true allows Lua scripts to manually control beatpulse values

  • l_[set/get]BeatPulse
  • l_[set/get]BeatPulseDelay

[*]
l_[get/set]pulseInitialDelay: control initial delay before any pulse effect starts, useful to sync up a level with the song's beat or to wait until the music reaches a certain point

[*]
Custom wall optimized functions

  • cw_createDeadly: more optimized way of creating a deadly custom wall and getting back an handle
  • cw_createNoCollision: more optimized way of creating a no-collision custom wall and getting back an handle
  • cw_moveVertexPos: more optimized way of moving a custom wall's vertex by a specified offset
  • cw_moveVertexPos4Same: very optimized way of moving all vertices of a custom wall with the same offset
  • cw_[set/get]VertexPos4: more optimized way of controlling all vertex positions of a custom wall
  • cw_[set/get]VertexColor4: more optimized way of controlling all vertex colors of a custom wall
  • cw_setVertexColor4Same: very optimized way of setting all vertex colors of a custom wall to the same color

[*]
u_inMenu(): returns true if a Lua script is being executed from the menu screen, false otherwise

[*]
s_getMainColor, s_getPlayerColor, s_getTextColor, s_get3DOverrideColor, s_getCapColorResult, s_getColor: return a RGBA tuple of the current style's corresponding color

Lua Function Cleanup

  • Removed unused pulseDelayHalf and related Lua functions

    Miscellaneous

  • Added a pulseHelper.html JavaScript tool in the GitHub repository to help level makers calculate pulse values that are in sync with the music's BPM* Beatpulse delay should be set to 3000/BPM (or one of its multiples)
  • Pulse values can be calculated through the tool -- the displayed equation should be as close to 3000/BPM (or one of its multiples) as possible

Community Spotlight

[*]
Check out the Open Hexagon - Custom Level Aesthetics video, showcasing levels from two excellent packs

  • Polygonal Cubics, by Babadrake
  • The Travel Pack, by Syyrion

[*]
https://www.youtube.com/watch?v=h4Jfj3lzWD4

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