Releases: Nokorpo/LibreAim
v0.1.0-alpha
Third release of LibreAim with a lot of news about the project!
Since now, I was developing LibreAim alone, but this new version includes commits from me @antimundo and three other contributors!@Djkcool, @dfgworm, and @iltenahmet
It's not just me anymore, now there are some people helping with the project too, which is great. We have a Discord server to talk about the development of LibreAim.
Load custom data
You could already select from multiple gamemodes, world textures, and enemy hit sounds. But now you can also add your own custom files into LibreAim:
- Custom hit sounds:
user://custom_resources/destroy_sounds/customsound.ogg
- Custom gamemodes:
user://custom_resources/gamemodes/customgamemode.cfg
- Custom world textures:
user://custom_resources/world_textures/customtexture.png
You can add custom files, and they will appear after restarting LibreAim. This is great, since one of the pillars of LibreAim is that it should be customizable, and this is a big upgrade for customization.
If you are wondering where is that user://
folder, check the Godot documentation, if you use Windows, you will find it on %appdata%\Roaming\Godot\app_userdata\LibreAim\custom_resources\
This closed issues #24 #20 #19. Also huge thanks to @dfgworm who helped a lot on this.
Tracking gamemode feedback
Tracking gamemode didn't have much feedback. So now there is a health bar that flashes on red when you hit the target, and it also makes a sound when you hit it. This was proposed in #11
Disable FPS overlay
You can disble the FPS counter if you don't want it
Missed shots and acuraccy
Looks like some aim trainer users not only value the speed, but also the accuracy. So now the game also tracks that, and your score is affected by that. You gain 1 point every time you land a shot, but you also loose 1 point every time you miss one.
Sensitivity as slider
Now sensitivity also has a slider. A small changed proposed in #15
Code refactoring and bug fixes
There has been quite a lot of refactoring and bug fixes under the hood, and probably there will be more. Mainly because of #14.
From now on, LibreAim will try to follow the GDScript style guide.
v0.0.1-alpha
Second alpha release, also available on itch.io
Added controller support
While mouse and keyboard is the main concern of LibreAim, it was very easy to add controller support, so now it's here, you can play LibreAim with a controller.
Customize the world appareance
Added new settings to now customize how the game world looks.
- World texture: The texture of the world, there are 5 default textures: checkerboard, flat, grass, squares, stone.
- World color: The color of the world.
- Target color: The color of the targets you shoot at.
Gamemode files
Gamemode files are now organized intro different sections, instead of a big chunk of variables now they are nicely organized, for example:
[metadata]
id = "horizontal"
title = "Horizontal targets"
description = "All targets spawn at the same height."
[settings]
time = 30
player_movement = true
The player_movement
variable is also new, you can now set this to false, to avoid the player from moving, in case you want the player to be static.
FPS management
There is now an option to limit the max amount of FPS the game renders, it's set to 120 by default to reduce the GPU load.
New FPS counter on the top left of the screen.
Other adjustments
Some other minor adjustments, bug fixes, and code refactoring done for this version.
v0.0.0-alpha
First alpha release ever, in case someone wants to try the project. The game is also available on Itch.io. LibreAim is free and open source, so feel free to also try the project in the Godot engine, or to add suggestions to the Issues
tab on GitHub.
Included in this version
Settings and crosshair customization
The aim of LibreAim is to be as customizable as posible, in this first alpha, users can customize things like camera FOV, mouse sensitivity, and set up a custom crosshair.
Customizable gamemodes
There are multiple gamemodes, and LibreAim should allow users to create their custom gamemodes.
There is a folder called gamemodes
, where every gamemode has a file with it's settings. For example, the random
gamemode has a file called random.cfg
that looks like this:
id="random"
title="Random targets"
description="Random static targets."
spawn_location={
"x": [-5, 5],
"y": [1, 9]
}
time=30
movement={
"x": 0,
"y": 0
}
size={
"radius": 1,
"height": 2
}
health=0
initial_targets=3
You can create more gamemodes, and customize the existing ones, by modifying these files in the source code.