[MacOS] Gravity Circuit GOG

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macquorra
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[MacOS] Gravity Circuit GOG

Post by macquorra »

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Gravity Circuit

Languages: Dutch, English, French, German, Japanese, Simplified Chinese, Spanish, Traditional Chinese
Info/Developer page: Steam / Developer / GOG
Genre: Action, Combat, Platformer
► System Requirements
OS version: 10.7+
Processor type(s) & speed: Core 2 Duo 2.0 GHz+
RAM minimum: 2 GB
Video RAM: OpenGL 2.1
► Description
Gravity Circuit - a flashy action packed 2d platformer in the spirit of console classics.

Mission: Stop the Virus Army’s Uprising!
In a futuristic world populated by sentient robots, its inhabitants are once more threatened by an old foe, the Virus Army. Defeated decades ago, it has re-emerged from the shadows with a unique goal, complete world domination. Severely weakened Guardian Corps are left with no other choice but to call upon a hero of the previous war: the lone operative, Kai, who harnesses the powers of the mysterious Gravity Circuit. As the world's last line of defense, journey through futuristic environments, and take down the evil mastermind behind this chaos.

Reminiscent of classic platformers from the 80s and 90s, with action dialed to maximum, channel your power into your fists and send foes flying, or grapple them to get up close and personal. In your quest you will acquire many new powers, which will allow you to go even further beyond!
[*]Action packed platforming
By channeling your energy into devastating punches, perform satisfying combos and send foes flying, causing destruction and mayhem in the process!
[*]Save the innocent, and power up!
Stages are packed with secrets and innocent civilians alike. Uncover and rescue them, and unlock new powers!
[*]Single player campaign with 12 stages
Each with their unique set of mechanics, your platforming and combat skills will be tested against an armada of enemies and bosses!

Gravity Circuit is in active development by a small and dedicated core team. You can follow the game's development via Twitter.
► Screenshots
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Download:
GOG .pkg-Installer Error?? TAKE THIS
Thanks everyone contributed and coded this!
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[MacOS] Gravity Circuit GOG

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Gravity Circuit 1.1.1 GOG
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No more Mac updates. No one is hitting the links. Not wasting my time anymore. I'll post new stuff but beyond that you're on your own. Good Luck! :good:

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[MacOS] Gravity Circuit GOG

Post by Nighted »

  Hidden text. You must be registered and have messages: 3
No more Mac updates. No one is hitting the links. Not wasting my time anymore. I'll post new stuff but beyond that you're on your own. Good Luck! :good:

Torrminatorr IRC: irc.zeronode.net/torrminatorr -or- KiwiIRC
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[MacOS] Gravity Circuit GOG

Post by SumTingWong »

ChangeLog
► Gravity Circuit • 03/15/2024
ChangeLog from Steam
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Patch Notes for Gravity Circuit 1.1.1

Message from the developer:
This is an open beta test, where we are ensuring that some of these new changes
and additions do not cause any trouble down the line, before making the patch
more widely available.

If you run into any issues, let us know! Your cooperation is much appreciated.


Additions

• Added a controls option for toggling manual slide (jump+down) on/off if the
dedicated slide button is set. Defaults to being enabled.
• Added a new Big Medal category for clearing a stage with maximum rank in all
available categories (signified by acquiring 1000 bits in a given category).
Acquired Big Medals are displayed in the Circuit Vault at Guardian Corps HQ.


Mission Result screen
The amount of defeated enemies required for getting maximum rank (1000 bits)
toned down for most stages, to make them less strict:

• Steelworks (Optic Circuit): 30 → 25
• Junkyard (Patch Circuit): 40 → 30
• Mountains (Cooler Circuit): 50 → 35
• Power Plant (Power Circuit): 50 → 45
• Highway (Shift Circuit): 40 → 35
• City Center (Wave Circuit): 60 → 35
• Ore Mines (Break Circuit): 40 → 30
• Warehouse Area (Cipher Circuit): 30 → 25
• One of the final stages: 60 → 45


Performance

• Map loading algorithms have been tweaked, reducing load times slightly (up to
40~50% faster in some levels), while also taking less memory (generally saves
between 100~400MB of RAM). The time saves vary by hardware.
• Improved music playback, which helps with BGM issues in the Guardian Corps HQ
area on lower-end hardware.
• Changed how the game's text is stored and loaded. This makes the game launch
faster on lower-end hardware, and switching localizations via options will also
take less time.
• Slightly optimized texture loading by removing some redundant data.
• Improved Kai's rendering code speed.
• Slighty improved rendering code by removing unnecessary debug code.


Armor Paints:

• Hologram Trap Burst Technique no longer visually "consumes" the powered up
state of a certain Armor Paint, since it's not affected by it.
• For whatever reason, Light Alloy chip reduced the duration of Function
Overload twice as fast. This has been fixed.
• Fixed a slight animation bug if Hash's Armor Paint's ability is activated
after taking damage while Catch Block is equipped. Other potential sources too,
but the fix makes sure that the correct animation plays.
• Realized that a certain pick up in the Mountains stage is nigh-impossible to
pick up if Electrifying Green Armor Paint is in use. Adjusted the Armor Paint
so that the projectiles it shoots out do not interact with the specific stage
obstacle, if Kai's divekick is used.


Data Chips


• Data chip drop rates increased across the board (base chance increased
20%→30%, additional chance increased 4%→15% per killed regular enemy).
• Few specific enemy types' base data chip drop chance increased (Junk Crawler,
Junk Fly, Junk Fly Hive), previously 20%. Now 40% (i.e. higher than normal base
chance of 30%).
• Magnet Chassis Booster Chip can now collect data chips that drop from enemies
or bosses.
• Adjusted Wrecker Tank's (Central Station, i.e. opening stage boss) data chip
position to stay within certain bounds, so to ensure it's always possible to
pick up, even if you beat the boss off-screen.


Tweaks

• Made it possible to perform "dumb cancels" (skipping the activation animation
of certain Burst Techniques, like Function Overload, by sliding on the same
frame as the activation) with the slide assist key.
• Clone Array Burst Technique now be "dumb cancelled".
• Gave dedicated slide button a buffer, making it easier to slide after landing
from a jump. The buffer duration is the same as normal jumps.
• Slide direction can be influenced by the held direction at the moment when
the slide input is detected.
• Level Select screen now displays if you have collected the palette chip from
said stage.
• Opening Stage now also grants gold medals, platinum stars, and newly added
big medals (see Additions).


Bug fixes

• Fixed the dedicated slide button to work with crouching jabs. The problem was
that with manual slide (jump+down), you could cancel out of the crouching jab
sooner than with the dedicated slide button. This fix makes the cancel window
the same.
• Fixed a small stutter Kai does if you do a crouching jab, let the crouching
jab finish, and hold a downwards diagonal angle.
• Fixed a situation where Kai can't turn around to a face a wall, if his back
is against it, and he's looking the other way. Usually, this would only happen
if Kai took damage, or via conveyor belts in Ore Mines.
• Fixed a minor visual issue where the screen may briefly flip in Cyberspace
when choosing to reload or quit the stage from the pause menu.
• Added a small precaution for a game crash that may occur if the action table
in a cutscene has an unexpected value in a certain place. This is to possibly
fix a very edge-case game crash, that might very rarely occur in stages like
Warehouse Area (Cyberspace).
• Fixed a small bug where Kai's jump or double jump might get eaten by a Float
Rider (the moving platforms in the Highway stage), if one is performed after
doing an action like standing jab.
• Fixed a small visual issue with the health bar when riding a Powered Walker.
• Fixed an issue where Powered Walker's health bar may stick on-screen even
after exiting it.
• Fixed a certain boss crashing the game when you throw a block at them (either
one he generates, or one generated by their Armor Paint) after they have been
defeated.


Steam

• Fixed an issue on Windows build, where if user's LUA_CPATH is modified (e.g.
by having scoop. installed), the game may fail to launch because it fails to
find the dll/so used for Steam integration.


Localizations

• Fixed some issues in Dutch localization.
• Fixed a couple of incredibly minor issues in Korean localization.
• Fixed an issue in the Japanese localization, where one of the lines during
the ending was slightly off from intended meaning.
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