Here's something nice, Rolling Line now has a proper photo mode! In this photo mode you can pause time, move the camera around, change things like time of day, customize post-processing effects and even save HD screenshots.
There use to be a very bare-bones camera mode in the game (more like a developer tool) but this new photo mode is much more user friendly and has tons of new options.
You can press 'C' at any time to open photo mode, and press 'Shift+C" to re-center the camera on your player view.
Screenshot capture
Firstly, you can now save screenshots directly in-game! Pressing "take screenshot" will save a screenshot to your PC, which you can find by using the "open screenshot folder" button. You can even take an HD screenshot (2x your screens resolution) with the "take HD screenshot" option!
You can also do things like switch between miniature and large scale, pause time, set the field of view, and hide the photo mode UI (this is for when you want to take a steam screenshot with no UI on screen).
All of these options also have keyboard shortcuts which are listed in the photo mode UI.
Post Processing
From within photo mode you can also adjust all sorts of post processing effects! These include:
Color correction (contrast, saturation)
Ambient occlusion
Depth of field
Bloom
All of these effects carry across into normal gameplay too, so you can choose to add effects like DoF and bloom to your normal gameplay:
With all these new settings you can make your screenshots more beautiful than ever! Since these effects apply to normal gameplay, this means you can use post-processing in your workshop thumbnails too.
Bloom is especially useful for night-time scenes, to emphasize headlights:
All of these options can also be set in the standard pause menu (outside of photo mode). You can find them in the "pause menu -> graphics -> post processing options" menu.
Photo mode can also be opened in VR, but it must be controlled using a keyboard and mouse on the computer (there are no in-VR controls).
Effects like Depth of field also work in VR too!
Store page cleanup & new icons
As you might have spotted, Rolling Line now has a whole new set of Icons and branding based on the new Brazil layout! There are a bunch of new screenshots on the store page too.
I'm working on updating the store page to reflect all the new features rolling line has gained over the years, since all the information was quite old.
I'm going to be recording a new trailer showing off the Paranapiacaba map as part of this, so keep an eye out for that!
Other things
Though the photo mode is the main feature, this update also includes a range of fixes and other things:
New random variations of starting trains on the Paranapiacaba map. Now when you start a new game of the Brazil map there are multiple types of trains and locations you might start from.
Added new single rows of vineyards as props.
Adjusted wind and thunder values for some weather presets.
There is now no setting for "allow photo mode", it is always accessible without any need for a setting.
Fixed issue with menu buttons being spaced out on the quickMod spawning drawer.
Fixed the same issue on the signal menu.
The standalone player icon has been updated.
Anyway, this update should have quite a big effect on the quantity and quality of screenshots! taking screenshots just got a whole lot more enjoyable, easier and customizable.
So keep an eye on that and i might post something of yours! I post screenshots from Steam, Discord and I take my own screenshots of all sorts of workshop maps.
Twitter is also the most up-to-date place for you to get news on what im working on (and what the next update is going to be)
Share your screenshots on the Steam community, or even share the link in the comments of this news post and your screenshot might show up on Twitter!
New weapon added: Gatling gun Add two new maps Add daily task system Optimize skin performance consumption and occlusion vision problems Multiplayer games display skin normally Join the new mode team battle Modify some bugs seen in various games Some modes of multiplayer games require level unlock Join Revenge Kill Kill prompt optimization effect Add a shotgun flamethrower to switch circles Weapon interface sometimes quits card owner problem The clarity of some maps has been improved Small map mechanism modification and bug fix Weapon accessories sight sight hidden Pistol can be used by adding accessories Aiming optimization Modify the weapon to switch weapons when changing guns Fixed the issue of picking up weapons when changing bombs Zombie Mode Spitfire Optimization Modify and adjust sound effects of some weapons Increased score panel for single player Adjustable number of single-player robots Robot AI efficiency optimization, A character model that restores 6 occupations for multiple people Partial map modification and adjustment Partial map air wall completion The number of zombie models increases and the higher the difficulty, the greater the number of zombies. Some zombies added new attack actions, zombies added angry shouts and improved zombie attributes Zombie attack distance optimization, zombie mode pursuit path optimization, zombie refresh location optimization Multiplayer score panel added level display Some firearm attributes and price adjustments
Meetups have been polished up for your convenience! * There is now an extra dialog when creating a meetup to prevent accidents. Remember that when you're in a meetup, your friends can only get to you by invite or with the meetup code/link! * Your last successful meetup code is remembered for you. * You are now notified when you enter a meetup, either when joining or when the private room instance you're in is converted to a meetup.
Additionally: This update is a _minor_ engine upgrade that should get rid of the "Rec Room Requires Focus" warning on PC. We also hope it will allow us to get rid of the annoying "crash on exit" on PC which has been happening forever, but we haven't quite landed that change yet.
Please note that we still have a _major_ engine upgrade in the works!
OK, also some bug fixes: * Fixed bug that broke edit mode when creating on screens. Sorry about that :-/ * Fixed an issue that could cause bad performance on some iOS devices * Fixed an issue where you couldn't connect chips spawned from inventions * Fixed LookAt gizmo losing its assigned roles after a room save * Fixed issue where "View All Creators" button wouldn't always repond * Animation gizmo - fixed a few issues where it could pop or desynchronize, and one where it didn't undo moving connected objects * Clamp gizmo - fixed issue where it would jump to random positions (sorry) * Circuits - fixed an issue where floating point values didn't work with non-US locales * Lost Skulls - Fixed some visual/lighting issues in Boat and Town levels * Fix gadget visibility being tied to holding the maker pen * Fix maker pen laser appearing to "stick" to objects during some operations * Fix for checkpoint volumes not loading properly
First things first, the team has grown somewhat. We have brought on:
- Adrian as a 3D artist. - Josh as an art director and level designer. - Hampus as a composer.
This has had some unusual side effects...
Adrian has taken up the daunting task of overhauling the art. Since we are already somewhat late into development, you'll likely see a slow transition from my simple art style to a much more cohesive one. I'm currently undecided, but its possible we'll have at least one beta(?) build with a mixed and/or incomplete art style.
Similarly, each level is undergoing an overhaul as well. Josh will be redoing/finishing the main chapters. We're also adding some optional challenges and mini-dungeons but its really too early to say how many of these there will actually be, and how extensive they will be.
A lot of these are challenges we thought it would be fun to add or areas that didn't quite make it into other levels.
Combat changes!
We've run into some unusual balance problems that kind of go into the core of our stat system. I'd love to go into a lot of depth over the flaws, but that might be too much for this particular article.
To summarize, the player was too fast, and once you hit certain combat levels, gained far too much of an advantage over most enemies. Unfortunately for the stats, this means a good deal will need to be reworked, but it will be all for the better in the long run.
Combat is still being tweaked but here is a small clip of it if you're interested:
Unfortunately we're going to push everything further back until some of these overhauls are in a better state. I personally have several things on my to-do list that I really want polished up and/or fixed before the project sees any public beta or early access status.
The "Unicorns & Taco's" Tournament is taking place on Saturday 25th, 2020 from 6pm to 10pm EDT! Host DeadPoolPlays will be bringing the laughs and breaking the 4th wall! Winner gets the Geometry trail effect and the Top 15 get PbP coins!
Marbles on Stream Tournaments Kits are specially purchased events that members of the Marbles on Stream Community host. To participate all you need to do is join their Twitch channel and participate in the races during the listed time.
The Top 15 at the end of the Tournament will win the following:
1st - 500 PbP Coins + Exclusive Kit Effect.
2nd - 400 PbP Coins.
3rd - 300 PbP Coins.
4th to 15th - 100 PbP Coins
Marble effects once owned can be activated by using our Marbles on Stream companion app for iOS & Android. To get the app visit this link on your mobile device: Marbles on Stream Companion Mobile App
The first part of Lvell's expansion is here! It's taking quite a bit of time to fill up with goodies, but some of the main parts are already available for the low levels. The focus of 3.1.5 will be expanding the functionality of Lvell/City especially the forest event, the hunter lodge, and activating the Dojo and Inn.
I'm not going to lie, the Final Fantasy VII REMAKE played a huge part in the development slowdown this week.
3.1.4 [Build #64, Release Date: April 19, 2020] & 1.0.1 [Demo Build #2] Notes: - All these changes directly affect the Demo build but are also available at all points in the game. - This build will be the new safezone moving forward due to the addition of zones. Previous safezone 3.1.1.1 will be saved just in case, but no longer be accessible unless an emergency arises. New: - A new section of Lvell is available. -- It is not possible to save inside any of the Lvell/City subzones. As they become more finalized, the save restriction will be lifted. - Parts of the Replica Set are now available from various vendors in Lvell/City. - The Phoenix Ash and the other structures are open on an introductory basis. More will be added as time goes on. - The first quest of the Phoenix Ash takes Ruby to a new zone! This quest is meant for level 5 or below players but can be completed once Miles and Riley have joined as well. To get the most out of the event, opt not to use M&R in the battle. Fixes: - Fixed an issue with the Sticky Glove chest in Den An’ura. - Fixed an issue with Bats, Slimes, & Rats on the world map dropping Deprecated Items. - World map Rats now give 4 EXP and 1G per kill, up from 0/0. - Rift An’ura enemies now properly drop restorative items at the same rates as before. Changes: - Changed text in Info screen from “Cross of Auria – The Awakening” to “Cross of Auria – Episode 1”. The ‘final’ version of the name before moving to episode 2 has yet to be decided. - Removed the “Charm” equipment slot. - Added Scarf, Earring, Scabbard, and Hilt equipment types to fit inside the Accessory equipment slot for Ruby, Alex, Miles, and Riley respectively. - Enabled the Formation menu command, which will allow players to re-arrange the party and set who is active for battle if the party contains more than 4 characters. Other: - A new trailer and several new zone screenshots were added to the Cross of Auria Steam Store page on April 9th. This trailer is also available on CoA’s YouTube. - On April 12th, a demo playable up until just after the Hive Mind with Jack was submitted for review. As of this post, the demo should be live, though I am having trouble locating a download button for it. More on that later.
Edit: 12:12AM APR 20 - Emergency fix for Frostfire Set. 3.1.4.1 [Build #65, Release Date: April 20, 2020] New: - Data for the new 75 point Phoenix Feather Set has been added (5% ATK, 38% DEF, 5% MAT, 37% MDF, 15% MHP). A vendor will be made available in an update soon. Fixes: - The Frostfire set’s details have been fixed. - The Frostfire set now provides resistances to Fire and Ice as originally intended.
Edit: 10:36AM APR 20 - Emergency fix for Orc Spawns (which may prevent progress in Hell's Gate) 3.1.4.2 [Build #66, Release Date: April 20, 2020] Fixes: - Alex can no longer gain the Arcane Missile skill from the Delivery Boy until level 6 for players who haven’t updated since Arcane Missile was added. - Added a battleback for the Hell’s Gate/Entrance zone. - Changed world spawn Orcs to only spawn after UsingWorldMap has been triggered (after Inn scene). -- This change may have an indirect effect on some other spawns, so I’ll be testing diligently throughout the week to see what else was impacted and dropping updates accordingly. - Cross of Auria Demo build now available from the Steam Store! Changes: - World spawn enemies now trigger battle on contact.
This update brings two big new features: user Inventory and Item Shop.
In the Item Shop you can spend the Starun you win in your matches to purchase potentially game changing items. These items can be equipped to your Inventory and activated during the match to various effects including: - Healing - Resetting skills cooldown - Boosting the hero speed or jump - among others.
The item shop begins with potions, which are player wide items, and will eventually - as soon as we are able to implement - expand to include hero specific equipment, skins, new heroes and much more.
Did I mention how cool the potions look? Try them out now!
Coming along with the new features are many minor improvements: - Hero status bar now also presents a shield health bar when one is active - Visual feedback in main panel when you gain/loose Starun and Verge Power - Added icons and improved visual feedback when skills are activated - Lengthier popping numbers animation for clearer readings of damage/healing - and others...
Enjoy and let us know what you think, what can be improved and what you would like to see implemented or is otherwise missing.