ChargeShot - Gloom(BDO)
Hey everyone,
Please check out our arcade game "Handsome Mr. Frog" on greenlight




Vote for it HERE!

Thanks!
ChargeShot - Diaper Demon
Hey everyone,
Please check out our arcade game "Handsome Mr. Frog" on greenlight




Vote for it HERE!

Thanks!
Jul 21, 2016
Community Announcements - nicolas.liatti
Substance Painter 2.2 has arrived! This version includes the new Material Layering feature as well as improvements to shelf search, projection painting, new scripting capabilities and updated mask generators.

Added :
  • [Shelf] Improve search system and queries
  • [Shelf] Add search field for mini-shelves
  • [Shader] Allow to define step precision for sliders
  • [Shader] Add an Undo/Redo button for shader parameters
  • [Shader] Reloading a shader should not reset its parameters
  • [MatLayering] Add support for Dynamic Material Layering and sub-stacks
  • [MatLayering] Allow to import json file to setup the shader settings
  • [MatLayering] Unlock texture samplers limit (switch to Bindless textures)
  • [Scripting] Allow to set bakers settings and launch their computation

  • [Substance] Use "usage" for inputs/outputs connections in addition of identifiers
  • [Tool] Allow to select the preview channel in the viewport for the Projection Tool

Fixed :
  • Crash during launch if substances are located in wrong folder
  • Crash report sometimes doesn't work because of incorrect log file
  • [Iray] Post effects don't refresh when Iray is paused
  • [Iray] Auto-focus shortcut doesn't work anymore
  • [Iray] Aperture slider behavior change depending of asset size
  • [Layers] First material channel is not enabled by default if they are all disabled
  • [Shader] No errors are printed if a "param auto" is incorrect

Know Issue :
  • [Mac] Texture samples limit is locked at 16 (GPU driver issue)
Jul 21, 2016
Dimensional - Jumbli
I’ve been on holiday recently (which was greatly needed), so expect more changes and improvements going forward.

Recalling Digby
You can now make Digby immediately teleport to your position by pressing Y on your gamepad, or left grip button on your Vive controller.

Limbo
Graphics of limbo have been toned down to be less "trippy" as requested by a few players.

New Vive FPS controller option
By default in FPS mode you physically face forward in your room and then use your trackpads to rotate and drive your playing area around as in a traditional FPS-style game. This encourages you to keep returning to your forward position to optimise tracking and help you keep an awareness of your orientation in your real room.

A new option in the Gameplay menu, allows you to change this behaviour so that the forward direction is considered to be the direction of your laser pointer. The advantage of this approach is that you don’t have to use artificial rotation. Instead you physically turn the direction you want to travel, point your laser forwards and just press forward (or backward or strafe). You can still use the trackpad for artificial rotation too.

Optional forward indicators
By default, blue transparent indicators remind you which direction is forward. This is one of the ways I try to keep you facing forward for optimum tracking. It also helps you be aware of your orientation in your real room, which should help you stay relaxed and immersed rather than relying on the chaperone unexpectedly popping up and breaking your immersion.

On the Vive with a large playing area, the indicators may be annoying to some, so a new option in the Gameplay menu allows you to hide the indicators.

Teleport bug
A bug has been fixed where you sometimes couldn't teleport to a small specific area in front of you, where the drone appears that gives you occasional advice.

Extending the Oculus tracking boundary
Quietly released in a previous update, there is now a menu option for Oculus Rift users that allows you to extend the length of the tracking volume. This allows people with large rooms to move beyond the recommended tracking area without seeing the red mesh appear. Tracking may be less reliable further away from the camera, but I leave you to experiment and see what works for you.

+ more fixes and improvements
Jul 21, 2016
Dimensional - Jumbli
I’ve been on holiday recently (which was greatly needed), so expect more changes and improvements going forward.

Recalling Digby
You can now make Digby immediately teleport to your position by pressing Y on your gamepad, or left grip button on your Vive controller.

Limbo
Graphics of limbo have been toned down to be less "trippy" as requested by a few players.

New Vive FPS controller option
By default in FPS mode you physically face forward in your room and then use your trackpads to rotate and drive your playing area around as in a traditional FPS-style game. This encourages you to keep returning to your forward position to optimise tracking and help you keep an awareness of your orientation in your real room.

A new option in the Gameplay menu, allows you to change this behaviour so that the forward direction is considered to be the direction of your laser pointer. The advantage of this approach is that you don’t have to use artificial rotation. Instead you physically turn the direction you want to travel, point your laser forwards and just press forward (or backward or strafe). You can still use the trackpad for artificial rotation too.

Optional forward indicators
By default, blue transparent indicators remind you which direction is forward. This is one of the ways I try to keep you facing forward for optimum tracking. It also helps you be aware of your orientation in your real room, which should help you stay relaxed and immersed rather than relying on the chaperone unexpectedly popping up and breaking your immersion.

On the Vive with a large playing area, the indicators may be annoying to some, so a new option in the Gameplay menu allows you to hide the indicators.

Teleport bug
A bug has been fixed where you sometimes couldn't teleport to a small specific area in front of you, where the drone appears that gives you occasional advice.

Extending the Oculus tracking boundary
Quietly released in a previous update, there is now a menu option for Oculus Rift users that allows you to extend the length of the tracking volume. This allows people with large rooms to move beyond the recommended tracking area without seeing the red mesh appear. Tracking may be less reliable further away from the camera, but I leave you to experiment and see what works for you.

+ more fixes and improvements
Community Announcements - SantaClaraGames
If you purchased the game in the past through Humble Store please follow these steps to redeem your Steam key:

  1. Login into HumbleBundle.com
  2. Go to your Library [https://www.humblebundle.com/home/library]
  3. Click on 8DAYS icon.
  4. Your Steam key is available under STEAM section. Ex. XXXXX-YYYYY-ZZZZZ.
  5. Launch the Steam client and enter your login credentials.
  6. Click the button in the bottom left corner that says "+ ADD A GAME…" to register the Steam key to your account.
    ATTENTION: YOU CAN ONLY REGISTER STEAM KEYS THROUGH THE STEAM PROGRAM, NOT THE WEBSITE!
  7. In the pop-up window, select the "Activate a Product on Steam" option. This will open up a new window.
  8. Follow the prompts, and paste or enter the numerical key you copied from your Humble Bundle Library page into the "Product Code" field (Ex. XXXXX-YYYYY-ZZZZZ).
  9. From your LIBRARY tab you can see all games registered to your Steam account. You can then select "8DAYS" game and it will bring up a splash page with a large INSTALL button, you can click on to install the game. Once 8DAYS is installed, the Install button will change to a PLAY button!
Book of Demons - Konstanty
Only a few more days until our game is available in Early Access on Steam!

We're still polishing rough edges and making sure the game is in its best possible shape for the release. While we're doing that you can check out some new screenshots:







And some of the GIFs we posted on our social networks:

See you in 7 days! And don't forget - we're launching July 28th, 9 AM PST time / 5 PM London Time!
Book of Demons - TomTom
Only a few more days until our game is available in Early Access on Steam!

We're still polishing rough edges and making sure the game is in its best possible shape for the release. While we're doing that you can check out some new screenshots:







And some of the GIFs we posted on our social networks:

See you in 7 days! And don't forget - we're launching July 28th, 9 AM PST time / 5 PM London Time!
Star Rangers™ XE - astronicus
1. My Floor: It is Not Solid!

It seems the number one thing to do is get the items to stop falling through the floor.

We have an approach that we are working on.

2. IOR Visibiility

A Iittle OR was added to our new build a couple of days ago. IORs are attached to datacaches. We want to give people a reason to explore the maps., and that's a good one.

3. Controls

We also hear you about how to announce controls. We're going to add a list right at lagoon start. Maybe some "trials" for 4 below - control testing.

4. Tutorial Lagoon Add?

What do you want to see here? Control tutorial seems high on the list.

There's demand - what's most important? A Hab? Blueprint Research?
Star Rangers™ XE - astronicus
1. My Floor: It is Not Solid!

It seems the number one thing to do is get the items to stop falling through the floor.

We have an approach that we are working on.

2. IOR Visibiility

A Iittle OR was added to our new build a couple of days ago. IORs are attached to datacaches. We want to give people a reason to explore the maps., and that's a good one.

3. Controls

We also hear you about how to announce controls. We're going to add a list right at lagoon start. Maybe some "trials" for 4 below - control testing.

4. Tutorial Lagoon Add?

What do you want to see here? Control tutorial seems high on the list.

There's demand - what's most important? A Hab? Blueprint Research?
...