Skip to content

v0.8.5

Choose a tag to compare

@nathanialf nathanialf released this 23 Oct 07:51
· 1297 commits to main since this release

Please note: this release has had only limited testing: one computer and automated checks. It may look or play wrong in places the previous version did not. If it does, keep the previous version and send the game's report file (the newest file in the logs folder that starts with report-, or ico-pc.log) with a short description of what you saw.

New

  • Options > Effects > Motion blur has a third choice, Smooth. Off and Original are as before, and Original is still what the game starts with. Original moves the trail on once for each of the game's own frames, so above the Original frame rate it stands still for a moment between them while the picture in front keeps moving. Smooth moves the same trail on with every frame you see. It is as long as Original's, and it uses a little more of the graphics card, which matters most on a phone.
  • Edit layout on a phone with a camera hole now lets you drag a button under the hole: drag it until its middle is past the edge of the area the game keeps its own buttons in. The game's own arrangement still keeps clear of the hole, and a button you have not moved, or placed with an earlier version, stays where it was.
  • Save a picture for a bug report, a new row on the Options menu's first page just above Developer mode (you do not need Developer mode for it), for phones and handhelds that have no F12 key. Choose it and leave the menu: 3 seconds later the game saves what is on the screen, with the log, in the dumps folder. If the menu is not reachable while the problem shows, putting the line dump_every=300 in the text file ico-pc.ini in the game's folder makes the game save a recording of the frame about every ten seconds instead, to send with the log; the Android page says how.

Fixed

  • The ripples on wet floors are as faint as on the PlayStation 2: each piece of a ring was being drawn over its neighbour's edge twice, which made bright outlines where the pieces met, and the corners had small spikes.
  • A bright line down the left edge of the screen on wide screens, phones and computers alike, seen in the room with the hanging chain before you meet Yorda. On a screen wider than 4:3 the glow kept a thin strip of an earlier picture at the edge of one of its working pictures (most often the sun's glow from the opening) and blended it into every later frame until the game was restarted or brought back from the background. That strip is now drawn fresh every frame. If a line is still there, send the game's report file and a picture made with the new row above.
  • Hairline gaps between pieces of walls, floors and figures at resolutions above the original, where the mist showed through as bright dots, are filled in from the picture next to them (not with MSAA anti-aliasing), on computers for now (not yet on phones, tablets, Macs and other machines with a phone-style graphics chip, until we have measured what it costs there). This catches the gaps we could find; if dots remain on your screen, a picture made with the new row above (or F12 on a computer) tells us where.