We're excited to hear what you think of it.
The well-known sharing sessions should be visible in the share hub screen later this evening.
-Eric
Hellz yeah! Finally time to see it! :D
You guys are amazing!
This should be an automatic update, correct? I still have not been asked to updated yet :( .
I'll go and have a look now.
Can't wait to start building again since I have been holding off for this patch.
YESSSS! Great to hear, cant wait to turn on my 360...which is... right now....bye and thanks =]
@stevey101:
I'm really glad you brought that up! I should have mentioned that games published on the Indie Games channel to not automatically update. You must manually re-download to get the Kodu patch.
@eanders
Actually I think that the Indie Games do automatically update. I was playing the game while the update was released so when I restarted the game it told me that there was an update for the Kodu game. Now I do have the new xbox dashboard update early than the public release so maybe it was added in the update. Also I realized that when you hover over the page number while programing it still say that you can have up to six pages while with the update you can have 12. Nothing big, maybe something to add in the next update. Thanks again for the time you have spent on this game!
I am not getting the prompt to update, myself.
I am hearing that the update breaks some games, but it sounds like it is minor to fix them.
Ah, it's the new "items create at the level of the creator" behavior that's caused me grief. This breaks many games that have a spawner in the sky dropping bots that are expected to drop to the ground. The created bots now float in the air, regardless of the type of units they are (i.e. a Cannon, Kodu, etc.) We found that the work-around is to have the spawner start the game on the ground, then move up to the sky, and it's created bots will then drop to the ground.
can you guys give us details on your sales?I really want to know if you guys are doing well :)
I got into the preview program and it said there was an updated version available press x to download. The problem I'm having is joining the sharing worlds. I got into 3 a couple times, but 1 and 2 say "Entering sharing room, please wait" then it never connects.
While I was playing the Kodu Portal game that was in the 3rd room, I died and reset it. Then all controls froze, I wasn't able to pause the game, go to the commands, or move the character. Had to go back to dashboard.
I noticed the thing where it said I couldn't play created content when I started kodu didn't pop up. Usually that would pop up, then I would have to start it up again. Nice to see that is gone.
I can NEVER connect to any of the well-known share rooms :'(. Well, technically I've connected a couple of times, but then I always disconnect some seconds later.
We waited forever for a feature like this, and now it's not even working for half of us.
I hope you guys can sort this out. At least the 12 pages and faster character speeds make up for this though ;).
Sorry, I don't know where to post for feedback to the devs, so I place it here...
OK, here's a bad bug in Patch 1 (at least on my Xbox, can someone else confirm):
When a turtle that opens and closes is shot, it will often become invurnerable and other odd behavior ensues.
To reproduce, I just made a bot that moves and shoots (Cycle), and make a bot that creates turtles every x period of time (in my test, Kodu).
On the turtles, have this kode:
Page 1:
-Open once
-Timer 5 seconds switch page 2
-Bump Cycle boom me
Page 2:
-Timer 1 second switch page 1
-Close
Set the turtle to have its hit points showing.
Start the game, and the have Cycle shoot the turtles, and when they are open they take damage, like they should. When they are shot when they are closed, they will often have all of their hit points restored, and sometimes the one that you are shooting and all of its created bretheren will become somewhat or totally invulnerable. Regardless if it's invulnerable or not, if the kode is there to boom me (turtle) and the turtle's hit points are at max (after being restored), the cycle gets boomed instead.
Also, I don't know how to reproduce in test kode, but in my more elaborate game, Kodu crashes a large percentagle of the time when Cycle hits the invulnerable turtles.
I saw similar behavior on the sticks.
I can send you my game that crashes Kodu if you wish; my gamertage is Gantry.
thanks for Kodu!
Oops, on the above, it's easier to hit the turtle when it's closed if the timer is set for three seconds instead of one.
I would like to make sure the devs kmow that on the kodu.moco.net forum in the "suggestions" section there is an excellent thread called "the ultimate patch thread" compliling the best suggestions for a future patch, i would highly recommend everybody to read this and contribute, especially the kodu develepment team, ( i think the most important suggestions are destructable environment, strafing movement, a crosshairs, changing the size of bots, and more characters/objects, and maybe the ability to make our own?) Again: kodu devs, I would really recommend this thread and using some of the suggestions.
I have found a small bug since the update.
I changed my right stick settings so it moved the camera in relation to the direction pressed on the stick (inverted I think it is but for me it feels normal) and sometimes when I leave the game and come back the camera controls switch back to default but the option it'self is still lit up and I have to disable/enable it again for it to work.
Are they ever going to make Kodu for PC? EVER?!
There is a Windows edition; that's its original platform, but it's a teacher-only edition, known as "Boku" and I believe that it is not as evolved as the current Xbox version. As far as making the current version on Windows, they have said that it is still in the plan, but I would bet that it will be awhile.
Hi, great to see this patch added with the new features, i just decided to put forth some suggestions for Kodu:
- Make a split-screen option
- Make it so the world can hold more things, i can barely create the castle grounds of super mario 64. :D
- An idea to make it so a world can hold more objects, is to create rooms, like several rooms inside a world, so it only has to load up the objects in that room instead of everything, this should allow you to make the game bigger, if its possible to do that.
- This would be a dream come true, but adding a model creator so players can design their own models would be cool, im not very happy that i can either be a Kodu or a ship, or a tortoise :D.
- Not much else to say really, a massive amount of textures to play with, only one more suggestion, the water takes up loads of resource meter, maybe do something to tone down how much resources the water takes.
I don't need a model creator, just the ability to disable things like flight or jumping. (also, the "limit movement to east west + limit direction to north south", seems to make things unmovable other than flight, which is the opposite of what I intend when I say that) There also doesn't seem to be a "limit direction to up-down", for that matter...
I don't want to complain about such a great game, but the longer I play it the more I'm aware that an open-source version would have had these limitations removed within seconds of release
Kodu team:
Thanks for all of the new features and fixes!