Slime Update 1.0.2

Hey! This is another stability/bugfix update, with even more love for our non-English speaking friends. This patch isn't available on Macs yet, because the guy who does our Mac builds is currently busy at a game jam; we should have it up after this weekend, sorry for the delay.

  • Fixed issue where saving a custom binding with a non-ASCII name would cause the game to crash on startup.
  • Fixed issue where online and binding names wouldn't be rendered if their character set didn't match your local one (i.e. kana not displaying if your language was set to English).
  • Fixed issue where an incorrectly configured controller binding could trap you on the binding edit screen.
  • Monobattle netplay is less buggy than it was previously, but scores don't appear to be syncing properly; still working on this one.
  • Misc. crash fixes.

    Again, read on for more technical details:

    That first issue was due to our system saving custom bindings in a file with the same name as the binding; Haxe string representations and windows file names were colliding in a way that produced a corrupted filename, and when the game tried to load it on startup it would crash.

    Now all custom bindings are saved in a single file called "custombindings.xml", so that can't happen! This won't invalidate any old bindings that were properly working before, don't worry; it only affects the saving process, the loading process is identical to before.

    Fixing the "Custom{[file_write,stderr]}" problem:

    1. Right click Super Slime Arena in your library / Properties / Local Files/ Browse Local Files
    2. Open the game folder / Go to assets / Go to controllers
    3. Delete any files whose names appear to be garbled/random text
    4. Restart the game

    The second issue was just a system limitation of ours; basically all text in the game is rendered in a font (usually a bitmap) that corresponds to your native language setting. We added a way to flag certain text as being in an arbitrary character set, which auto-detects which font should be used to render it based on the Unicode characters it contains.

    The third issue just returns control to all inputs after a controller is bound instead of locking it to the bound one; this way if you map up *and* down to the same direction by accident, you can still navigate around the menu and fix it using the arrow keys or WASD (or even a different controller if you've got one).

    Thank you and stay slimy!