Community Announcements - Lindion45
If you haven't entered already!
Click here to enter! :)
Community Announcements - Vic
Hey everyone ! We are back with an awesome BOMB 3V3 CUP on saturday 16/05/2015 ! :)

Date: Saturday 16 2015 2:30 pm CET (check in start @ 2 pm )
Scorelimit: 16
Map Pool: wbomb1, wbomb4, wbomb6,emtown, bayharbor!!
Group will be: bo3
Finale: bo5 !
Servers: Some kya serv (hopefully) Then We will ask kfp (<3) and we'll make sure to tell you all the usable serv (with all proper map on it ) to use on irc .
Stream: Pm FragStealer if you can and want to stream :)

SIGN UP HERE: http://kyacupwsw.tourney.cc/14/sign-ups/

Teams will need to report scores at the end of each map to an admin via IRC

HF and GL !
irc : #kyacup
Community Announcements - rapsdjff

I think I'm getting the sniffles.

CHANGELOG
  • Fixed compatibility issues with some video cards.
  • Fixed rare crash on using the Rotation skill.
  • Fixed game locking up on orcs charging a caravan donkey.
  • Fixed issue with Discover Location contract.
  • Fixed issue with combatants spawning at unreachable tiles on forest maps. Probably needs further attention.
  • Fixed Perfect Focus skill not being reset correctly after combat finishes.
  • Fixed contract offers not being cancelled upon destruction of a location when entering a city a split second after completing a contract.
  • Fixed quivers not being dropped as loot.
  • Fixed spelling mistake in some helmet descriptions.

  • Changed worldmap speed of some enemy parties to be slightly lower to give the player more of a chance to avoid battle.
  • Changed caravan donkey to have more hitpoints and thereby last a bit longer in combat.
  • Changed caravans to be slightly cheaper for villages and cities to create.
Community Announcements - bsf.mistau
Hey guys I just uploaded the new version to the unstable branch. It comes with a Linux and Mac version.

If you want to test the Linux or Mac version you will need to change to the unstable branch. The default branch will install nothing!

Linux:

- You will need Ubuntu 14.04 LTS. When you press the play button in Steam it will open a console. There you can see if you need to manually install additional libraries. For example I need to install libfreeimage3. This can be done with the Synaptic Package Manager.

Mac:

- You will need iOS 10.9. It should run out of the box. If not let me know.

Have fun!
Community Announcements - petrao
Hi guys,

Just a heads up that we are sharing new gifs with info about the game every Friday on Twitter now.

The latest one is here: HERE

Note: as this is a gif, the quality is lower than it is in the game :)

Thanks and HAPPY SUNDAY!

Best,
Petra
Community Announcements - Rayvolution
Today, Retro-Pixel Castles has reached it's first year of development. On May 3rd of 2014 RPC was nothing more than an idea on a figurative drawing board. Now, it's a full fledged pixel art village simulator, with a wonderful community!

It's a huge misconception in the gaming communities how much time it takes to develop a game, and unknown to many gamers most games are usually in development a year or more before they launch their Early Access campaign. RPC on the other hand hit Early Access only 6 months after development first began, and it's been really interesting working with the community while the game was in such an infant stage of development.

Most games the size and scope of Retro-Pixel Castles can take two or more years to complete, but I decided on Early Access right after the Kickstarter because I felt getting you guys in sooner than later would benefit the long term development; and it has! A lot of RPC's development success is thanks to you guys. Your continued feedback has helped me make RPC what it is today. I look forward to continuing to work with all of you, and seeing where Retro-Pixel Castles is this time next year!

Thanks to all of you for your support in year one, let's all see what year two brings! :)
Community Announcements - Games Foundry


Platforms
PC, Mac

Major Changes
Sandbox Player: Added Tier 2 and Tier 3 Building Upgrades
Sandbox Player: Added Sandbox Tutorial (Phase 1: Basics)
Sandbox Player: Added Active Quests UI (Integrated Into Workbench)
Sandbox Player: Added NPC Dialogue UI

Minor Changes
General: Frame Rate Capped On Main Menu (60fps), Game Pause Menu (120fps), and Editor (120fps)
Sandbox Player: Peasants Now Instantly Run When You Tell Them To Clear Land
Sandbox Player: Spiders, Goblins and Beastmen Now Have Being Hit Animations
Sandbox Player: Walls Now Use Same Placement Conventions As Buildings
Sandbox Player: Billboard Grass Now Turned Off When Environment Detail Medium Or Lower
Sandbox Player: Added Mouse, Scroll And Keyboard Sensitivity Settings For Camera Speed Control
Sandbox Player: 74 Loot Items Added (Armor, Weapons, Quest Items, Jewelry)
Sandbox Player: Yellow Spiders Are Now Faster
Sandbox Player: Scaled Monsters Now Run At A Speed Appropriate To Their Size
Sandbox Player: Advisor Warning Added When You Must Build A Supply Wagon
Sandbox Player: Snow Map: Fixed Navigation Issues In Werefu Monastery
Sandbox Player: Snow Map: Fixed Chests In Werefu Monastery
Sandbox Player: Building Cornerstones Are Now Removed After Construction
Sandbox Player: Yield Of Honeycomb Per Visit Reduced By 50%
Sandbox Player: Building Dialog Production Tab Layout Changed To Separate Villager Happiness And Efficiency Bonuses
Sandbox Editor: Systems Kit: Added Sphere And Box Triggers Inc. Integration With Workbench
Sandbox Editor: Systems Kit: Added Point (For Character Positioning With Workbench)
Sandbox Editor: Mordrich’s Factory Kit: Rusty Pipework
Sandbox Editor: Bones Kit: Adds Back In Missing Bones Props
Sandbox Editor: Spider Kit: Adds Back In Missing Cobweb Alphas And Eggs
Sandbox Editor: Water FX: Adds Back In Missing Water Alphas
Sandbox Editor: Workbench: Performance Improved (At The Cost Of Wire Smoothness)
Sandbox Editor: Workbench: Zoom Added (Mouse Scroll Wheel)
Sandbox Editor: Workbench: Flashing Red Dot Added To Incomplete Node Connectors
Sandbox Editor: Workbench: New Node: BuildingDemolish - demolishes a building
Sandbox Editor: Workbench: New Node: BuildingSelect - selects or deselects a building
Sandbox Editor: Workbench: New Node: BuildingUpgrade - upgrades a building
Sandbox Editor: Workbench: New Node: Damage
Sandbox Editor: Workbench: New Node: CharacterDamage
Sandbox Editor: Workbench: New Node: AllCharacters
Sandbox Editor: Workbench: New Node: AllBuildings
Sandbox Editor: Workbench: New Node: NumberToString
Sandbox Editor: Workbench: New Node: TriggerCount
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: Count
Sandbox Editor: Workbench: New Node: ListWorldObjects
Sandbox Editor: Workbench: New Node: ListAddWorldObject
Sandbox Editor: Workbench: New Node: ListDuplicateWorldObject
Sandbox Editor: Workbench: New Node: Store
Sandbox Editor: Workbench: New Node: Get
Sandbox Editor: Workbench: New Node: SetDay
Sandbox Editor: Workbench: New Node: Format
Sandbox Editor: Workbench: New Node: ForEachCharacter
Sandbox Editor: Workbench: New Node: ForEachWorldObject
Sandbox Editor: Workbench: New Node: Quest
Sandbox Editor: Workbench: New Node: SubQuest
Sandbox Editor: Workbench: New Node: SubQuestWhen
Sandbox Editor: Workbench: New Node: Trigger
Sandbox Editor: Workbench: New Node: CharactersInTrigger
Sandbox Editor: Workbench: New Node: Rotation
Sandbox Editor: Workbench: New Node: CountFields
Sandbox Editor: Workbench: New Node: Index
Sandbox Editor: Workbench: New Node: SetResearchEnabled
Sandbox Editor: Workbench: New Node: IsResearchEnabled
Sandbox Editor: Workbench: New Node: ResearchProgress
Sandbox Editor: Workbench: New Node: ResearchAddProgress
Sandbox Editor: Workbench: New Node: Happiness
Sandbox Editor: Workbench: New Node: Need
Sandbox Editor: Workbench: New Node: Gate
Sandbox Editor: Workbench: Change: Sound File Added To Conversation Node
Sandbox Editor: Workbench: Change: When Node Checks Less Often After Some Time
Sandbox Editor: Updated Grasslands Neutral Ambient Loop (Chirping Birds)

Bug Fixes
#0150 Sandbox Player: Kobolds Are Not Highlighting On Mouse Over
#0164 Sandbox Player: Settings Button On Topbar Doesn't Pause Game
#0165 Sandbox Player: Many Loot Items Not Stacking, Causing Inventory Clutter
#0166 Sandbox Editor: Workbench: Declining Performance
#0167 Sandbox Player: Research Failing To Unlock Crafting Options
#0168 Sandbox Editor: Roads Not Saving
#0169 Sandbox Player: Tailor Research Not Progressing
#0170 Sandbox Player: Destroying Resources During Construction Doesn’t Cancel Worker Animation
#0171 Sandbox Player: Research Bonuses Not Working
#0172 Sandbox Player: Decals In Snow Map Showing Hard Black Lines When SSAO On
#0173 Sandbox Player: Waterfall And Particle FX Not Respecting Fog
#0174 Sandbox Player: Arrow Trails Not Always Showing
#0175 Sandbox Player: Research And Crafting Complete Sounds Playing At Start Of Game
#0176 Sandbox Player: Crafting Recipes Not Affected By UI Scale
#0177 Sandbox Player: Skeleton Bones Clipping Through Armor

Known Issues
Research won't work in the Barracks and Storehouse.
Tutorial Quest ‘Chop Chop’ sometimes fails to complete.
Wolf Chow’s animations are glitched.
Undead Characters Kit/Skeletal Archer should be hidden.

Developer Comments
After 17 patches we’re now saying goodbye to release cycle 0.2.x and welcoming 0.3.x. As players might expect from a major update, we have several headline features to share, as well as a host of bug fixes and game mechanic improvements.

Building improvements are now enabled, with 34 new visual states added in total. At the moment it’s more functional than pretty, and we’ll be improving both aesthetics and function throughout this release cycle. We’ll tie research and crafting options to each of the tiers; introduce new production options that provide additional benefit to your villagers such as better food; and add scaffolding. For now, the key benefit is more workers.

Workbench - the visual modding tool built into the Editor - is maturing rapidly and is now ready to pull together voice acted NPC dialogue, questing, triggered events and heroes. We’ve used Workbench to add a voice-acted sandbox tutorial map to introduce new players to Folk Tale. This is a transformational patch opening the valve so that RPG content can start to flow, providing meaning and purpose to those who prefer more structured play in the form of faction campaigns, over say the openness of sandbox.

To help new players and those who haven’t played since the original tutorial, we’ve added phase one of the voice acted sandbox tutorial. Taking what we’ve learned from phase 1 of the new tutorial, in this release cycle we’ll be working on implementing the Gladefolk and Withering Dead faction storylines. The art assets are ready, the scripts are approaching final draft, and the voice actors are primed.

Players who found the pan and rotate speed too slow will be pleased to hear that we’ve added control sensitivity to the settings menu. Hit escape, open settings, then click the last tab on the left.

Bug squashing continues, and research should be working once more. We’ve not had a chance to resolve the Barracks/Storehouse research mechanic yet, but research in all other buildings should now be working as expected, including the Tailors Emporium. Roads are saving once again, and items are stacking properly in the inventory.

And finally, for this patch, we’ve reverted back to DirectX 9.0c temporarily.
Community Announcements - Deltars
Hi all,

We just added Steam lobby support, meaning when a friend is in the lobby stage of a game, you can connect by using the "join game" option on the Steam friends interface.

Things to note:

You can only join games when they are in the lobby stage! Once a game starts it cannot be joined.

NAT traversal isn't complete yet, so if you are behind a router, you have to forward the port 26999. If you are having trouble getting people to connect to you as host, try with someone else as host.

Enjoy!

Dan
Community Announcements - Allgraf
Hey Everyone,


Generally we're now posting updates about the development of all titles on www.allgraf.com but for this update we're still posting on here to inform everyone on whats going on.

In future we'll post a short link to the full story on www.allgraf.com.

Full story below.


Update on Developments

April 30, 2015 | Posted in Darkout, News, Project Darklings | No comments
http://www.allgraf.com


State of the Game:

We’ve been pretty busy over the last few months and in that time I’ve seen a few posts asking on progress and new players asking on the current state of the game, etc. So I thought I would just take some time out and update everyone on where we are and what is happening with Darkout. This will include: where it will go, and when. If you don’t feel like reading everything there is a brief summarized version at the bottom.

As most of you know we had a pretty rocky release on Steam but we got most of those issues sorted out within the first couple weeks. We changed the interface a little and tweaked some stuff that was bugging players in general. That was Stage One.

Since Stage One’s release we have added and changed a ton of content which you can see in the patch notes on either:
•Steam Community Patch Notes
•Darkout Forums Patch Notes
If we hadn’t decided to move the game to Unity then every subsequent stage would have seen a complete corruption of current player worlds due to how the code was implemented in Torque.


Stage Two:
The game is basically there, there are only a few things we still wanted to add before going to Stage 2, beyond what was added in the patches since launch. What are they you may ask? Well…
•An extra Biome (We’re limited by current code set which would corrupt all player worlds)
•Next chapter in the story (Biome dependant)
•New enemy (Requires new Biome)


Hard Times:
Yes, we have been hit with some hard times, and even though we have earned a ridiculously low amount of income from this for the efforts we put in, we’ve persevered for more than a year after launch of stage One.

We need every cent to keep working, but unfortunately most purchases have come in while the game has been on sale, which unfortunately keeps the funds down to a trickle. Don’t get me wrong, we’re extremely grateful to everyone that have supported us this far but unfortunately ‘sales only’ can’t fund any game’s development.


Funding:
There have been suggestions on multiple occasions that we should start a Kickstarter campaign to raise money to finish the project, and we’ve actually thought about doing something like that for a long time. What holds us back is the fact that we don’t want to just ask for more money for Darkout, which you already own and paid for, and we don’t have any marketing budget at all to help spread the word beyond our current fanbase. We know some of you would not hesitate to help out, and that thought alone reminds us why we started Darkout in the first place. It was never about making a lot of money, rather, it was an effort to bring a game we are fiercely passionate about to a wide audience, improving and refining it along the way.

We had to think about this problem for a while and have come up with a few solutions, one or two of which that make sense and we plan on executing.


Step 1) Stages 2-4 will be paid DLC.

Initially we had planned to increase the games price with each new stage, with those who bought in early getting them for free, however now we have decided that with the requirement for more funds to complete the game we will need to release Stages Two – Four as paid DLC. Obviously, Stage Two will include the full Unity port of the game and then Staged Three – Four will expand and complete the story mode of the game.

Step 2) Something New

We’ve been faced with dwindling man power and a very extended development cycle on Darkout’s Unity port. This has been alongside the process of updating the original Torque version of the game over the last 13 months, which, we know is a requirement but if we’re honest it’s also a bit of a backpedal. Faced with the fact that we have been receiving most of our funding through the severely discounted sales periods and bundles we took a step back and thought about how we could generate more funds to eventually finish Darkout and not disband before that.


Solution = New game with short development cycle!

So, for the last few months we’ve brainstormed over some ideas and formulated ways to pull them off with the limited team and resources we have, and we started working on a new project currently codenamed: ‘Darklings’, official name TBA.

The game is set in the Darkout universe, but with completely different gameplay. It is still a 2D game but this time we are telling things from the side of the Shadow Creatures. We’ll reveal more about Project Darklings as development progresses. We are leveraging many existing assets in order to do this, ensuring we do not disrupt the necessary changes for Darkout and the best part: we’re building it using Unity!

Here are a few screenshots:

http://www.allgraf.com/wp-content/uploads/2015/04/Press_release_0.png
http://www.allgraf.com/wp-content/uploads/2015/04/Press_release_1.png
http://www.allgraf.com/wp-content/uploads/2015/04/Press_release_5.png
http://www.allgraf.com/wp-content/uploads/2015/04/Press_release_3.png


Community:

We know that those of you who have stuck with us this long really believe in Darkout and what we still want to do with it,and we are hoping that we can count on your support in order for us to deliver the game as we have always envisioned it to be.

We aim to be more open with development starting with this press release, as well as posting more frequent weekly updates on our web and social media sites. Previously, our quiet has been a reflection of putting our effort towards finding real-world solutions to our complex situation and while this may not be the best answer, it’s the most honest one.

We don’t have the resources to put into a Kickstarter via marketing funds, ad placement, etc, and will be creating a donation link with a counter on our main website for anyone who wishes to support us early and get the game and future DLC at significantly reduced price.

Thank you for your time and we greatly appreciate your continued support and patience.

Allgraf


Summary/TL:DR:
We’re still making changes to Darkout and our recent radio silence has been a result of investigating funding options to get there. We’ve decided that the best course of action is to create a companion game, currently codenamed: Darklings.

This will be a game where you take control of the Shadow Creatures from Darkout. It will require a much shorter production cycle and we will be building it using Unity to improve the distribution.

Funding received through the sales of this new game will help us finish Darkout. However, we’ve decided that regardless of this that Phase Two through Four will be paid DLC.

We’re incredibly grateful to all the fans that have stuck with us over the years. Thank you for your support and know that we’re doing our best to get you the game you deserve. There will be a donation button on the website soon if you want to contribute to the cause and receive early-access to the new game.
Community Announcements - [GM] Dime
Greetings Ballers,



Asia 2 Server:

Top 8 Match: May 9th (Sat) 00:00AM to 2:00 AM (PDT)
Top 4 & Final Match:May 10th (Sun) 00:00AM to 2:00 AM (PDT)

All Top 8 team should wait in the lobby @ 00:00 AM (PDT)



You can check the game results at http://challonge.com/Asia2_Rookie_Tournament



- Team Freestyle 2
...

Search news
Archive
2015
May   Apr   Mar   Feb   Jan  
Archives By Year
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002