Sep 30, 2017
上帝之城 I:监狱帝国 [City of God I - Prison Empire] - PG_Chief
Sep 30, 2017
Academia : School Simulator - tristan.angeles
Hey Everyone, Build 42 is now live and ready to download! This month we've focused heavily on bugfixing to make a better experience for you guys, so there's not so many new features in the game. In October we will be focusing on fixing a couple more bugs as well as adding some modding tools!

Features:
- Updated BGM (this is for youtbers mostly, you will no longer have any royalty/copyright issues related to the soundtrack)
- Cooks will now collect all dirty dishes at a table before moving on to the next table
- Students will now more efficiently pick out places to sit in the cafeteria
- Buildings/Objects cannot be built if it will reduce funds to less than 0


Bugs Fixed:

- Save games duplicated when saving with the same file name
- Selecting a zone from the zones tab does not display details panel sometimes
(selecting a zone should now always display the details panel)
- Trash cans facing north or south flip to opposite direction when full
(Trash cans will no longer flip the other way when they are full)
- Firing a cook while they are washing dishes will leave the sink on, and unusable by other cooks
(other cooks will now take over at the sink)
- Game runs at normal speed even if 3x speed is selected
(the selected speed should now match the speed of the game)
- Students do not advance in year level in overall student info panel
(this information should now be reflected immediately without having to restart the game)
- Enclosed workers ordered to build a door will wait for other workers to build the door instead of build the door themselves
(trapped workers will now build a door instead of waiting)
- Unable to build/place objects after a previous object in a tile is demolished
- Objects mounted on a wall remain even when the wall it is attached to is demolished
(wall mounted objects shuld now disappear along with the wall)
- Fixed issue where Layout functions are unuseable after erasing wall layout
- Zone info requirements don't fit into selection details panel
(panel has been expanded to accomodate info)
- Fixed issue where if a layout drawn in a border tile is erased, the red overlay gets stuck on clicked tile,
and all building options become unuseable.
- Pressing 'Z' should now open build menu
- Removed quarter(Q) time counter in upper panel.
- Only zones enclosed by walls are considered indoors. Every zone should be enclosed by walls. (Fixed by allowing multiple zones inside a big indoor area)

In progress

- modding tools
Sep 30, 2017
Academia : School Simulator - tristan.angeles
Hey Everyone, Build 42 is now live and ready to download! This month we've focused heavily on bugfixing to make a better experience for you guys, so there's not so many new features in the game. In October we will be focusing on fixing a couple more bugs as well as adding some modding tools!

Features:
- Updated BGM (this is for youtbers mostly, you will no longer have any royalty/copyright issues related to the soundtrack)
- Cooks will now collect all dirty dishes at a table before moving on to the next table
- Students will now more efficiently pick out places to sit in the cafeteria
- Buildings/Objects cannot be built if it will reduce funds to less than 0


Bugs Fixed:

- Save games duplicated when saving with the same file name
- Selecting a zone from the zones tab does not display details panel sometimes
(selecting a zone should now always display the details panel)
- Trash cans facing north or south flip to opposite direction when full
(Trash cans will no longer flip the other way when they are full)
- Firing a cook while they are washing dishes will leave the sink on, and unusable by other cooks
(other cooks will now take over at the sink)
- Game runs at normal speed even if 3x speed is selected
(the selected speed should now match the speed of the game)
- Students do not advance in year level in overall student info panel
(this information should now be reflected immediately without having to restart the game)
- Enclosed workers ordered to build a door will wait for other workers to build the door instead of build the door themselves
(trapped workers will now build a door instead of waiting)
- Unable to build/place objects after a previous object in a tile is demolished
- Objects mounted on a wall remain even when the wall it is attached to is demolished
(wall mounted objects shuld now disappear along with the wall)
- Fixed issue where Layout functions are unuseable after erasing wall layout
- Zone info requirements don't fit into selection details panel
(panel has been expanded to accomodate info)
- Fixed issue where if a layout drawn in a border tile is erased, the red overlay gets stuck on clicked tile,
and all building options become unuseable.
- Pressing 'Z' should now open build menu
- Removed quarter(Q) time counter in upper panel.
- Only zones enclosed by walls are considered indoors. Every zone should be enclosed by walls. (Fixed by allowing multiple zones inside a big indoor area)

In progress

- modding tools
Dude, Stop - Patomkin
We have 100 puzzles ready! Yes! It’s so cool! You can start the game and play any puzzle you want. First puzzle, for example. Or second. Maybe third, if you feel like it. Ooh, you’ll like the fourth! And the fifth!.. OK-ok, let’s calm down and start from the top. *breath in, breath out*

Welcome, reader of Current Progress!

Today’s monthly progress report will be more about numbers, since most of the stuff is finally coded in and won’t change much (only improves). So let’s get to numbers.

WHAT WE HAVE:
  • 13 packs
  • 100 puzzles
  • 65 trophies
  • 900+ voiced events
  • 1500+ subtitle lines
  • 450+ unique text endings for puzzles
  • 400+ sound effects
  • And 3 new gifs to share!
You can find a more detailed explanation regarding those numbers in our latest blog post: http://patomkin.com/s/100-puzzles Also, 2 more gifs and 4 screenshots!



WHAT'S LEFT:

Voiceover is still a big task for us, but at least now the script is ready and there is technology to implement it easily. Other, smaller, tasks are: sounds, music, Steam achievements and couple improvements here and there...

But the most time-consuming task for us will be to playtest the game. After all, we want the game get mad at you for breaking stuff and not other way around! And that’s why game won’t come out in the next month. And not even in the month after that. We hope you’ll still be with us then! :)



While we work on the last features in the game, please click all 3 links for no apparent reason:
Facebook, Twitter and: http://patomkin.com/
Dude, Stop - Patomkin
We have 100 puzzles ready! Yes! It’s so cool! You can start the game and play any puzzle you want. First puzzle, for example. Or second. Maybe third, if you feel like it. Ooh, you’ll like the fourth! And the fifth!.. OK-ok, let’s calm down and start from the top. *breath in, breath out*

Welcome, reader of Current Progress!

Today’s monthly progress report will be more about numbers, since most of the stuff is finally coded in and won’t change much (only improves). So let’s get to numbers.

WHAT WE HAVE:
  • 13 packs
  • 100 puzzles
  • 65 trophies
  • 900+ voiced events
  • 1500+ subtitle lines
  • 450+ unique text endings for puzzles
  • 400+ sound effects
  • And 3 new gifs to share!
You can find a more detailed explanation regarding those numbers in our latest blog post: http://patomkin.com/s/100-puzzles Also, 2 more gifs and 4 screenshots!



WHAT'S LEFT:

Voiceover is still a big task for us, but at least now the script is ready and there is technology to implement it easily. Other, smaller, tasks are: sounds, music, Steam achievements and couple improvements here and there...

But the most time-consuming task for us will be to playtest the game. After all, we want the game get mad at you for breaking stuff and not other way around! And that’s why game won’t come out in the next month. And not even in the month after that. We hope you’ll still be with us then! :)



While we work on the last features in the game, please click all 3 links for no apparent reason:
Facebook, Twitter and: http://patomkin.com/
Azure Sky Project - Burgee
- Fixed a crash when using Air Evac Marker in-doors. We decided it would be better if evac just didn't show up when used inside instead of kicking you to the desktop.

- Added a new item: Incendiary Grenade - a grenade that explodes into a burst of fireballs, while it won't take out walls or machinery (turrets, etc) it will clear out a whole room in a hurry.

- Tweaked how items are displayed on the loadout screen

- Some minor optimization stuff that realistically will probably be noticed by nobody.

Report any bugs or crashes please!
Azure Sky Project - Burgee
- Fixed a crash when using Air Evac Marker in-doors. We decided it would be better if evac just didn't show up when used inside instead of kicking you to the desktop.

- Added a new item: Incendiary Grenade - a grenade that explodes into a burst of fireballs, while it won't take out walls or machinery (turrets, etc) it will clear out a whole room in a hurry.

- Tweaked how items are displayed on the loadout screen

- Some minor optimization stuff that realistically will probably be noticed by nobody.

Report any bugs or crashes please!
Sep 30, 2017
Emberdoom - クリス Chris
Today's update is adding some minor changes and fixes in preparation for a larger update coming soon.

Changelog:
- Made soul travel speed faster
- Fixed Multiplayer wave counter
- Changed version to 1.0.0 on menu screen
- Balanced audio to improve scaling when changing volume
- Fixed enemy syncing in multiplayer
Sep 30, 2017
Emberdoom - クリス Chris
Today's update is adding some minor changes and fixes in preparation for a larger update coming soon.

Changelog:
- Made soul travel speed faster
- Fixed Multiplayer wave counter
- Changed version to 1.0.0 on menu screen
- Balanced audio to improve scaling when changing volume
- Fixed enemy syncing in multiplayer
Automobilista - Reiza Studios
Hello everyone! We´ve got another update for you, this time sharing some news about the upcoming V1.4.8 release, and some of what´s coming up next as we approach v1.5.0 and the definitive version of Automobilista.

A combination of things taking a bit longer than expected, some unforeseen issues demanding attention along with valuable improvements that we´ve found to be within reach have led to AMS development stretching a bit further still. All for the better though as it means AMS should end up in even better shape!

The next update is v1.4.8 and is going to bring some valuable improvements along with a new DLC:

New DLC - Brazilian Touring Car Classics

The next DLC will bring several "oldies" to AMS - the TC Classics are some of the cars that have made history in brazilian touring cars through the decades.



The DLC will include 4 models (Fusca, Gol, Passat, Uno), spread over 4 unique series:

Copa Classic - a modern mixed class series from southern Brazil running classic machines; DLC will feature Fusca, Passat, Gol and Uno with the specs these various cars run in the series.

Copa Fusca - a modern series from southern Brazil for Fusca (Beetle) enthusiasts.

Copa Uno - based on popular 1990s brazilian Formula Uno series, with the street car stripped down to the basics.

Hot Cars (brazilian TC series from early 1980s, derivative of the previous Divisão 3 from 70s), featuring seriously tuned up versions of these classic cars. DLC will feature Fusca, Passat and Gol.

All series feature the 4 models in a wide variety of configurations presenting very distinct challenges.

Special thanks on this one to the good people involved with the Copa Classic championship who have been super friendly and very helpful with information. It´s very hard to find data for these cars, specially the older ones from the early 80s so having people who have lived through this history be so engaged is both and a very pleasant experience. The series is based in the southern state of Rio Grande do Sul which has some of the strongest motorsports culture in the country - it has been a great experience to get to know it better.

There are some other interesting models that some are sure to miss not being included - unfortunately we we had initially set out to do only 3 Hot Cars models and ended up going further with 4 models and a bunch of variations covering 4 different series, so we´d already stretched our schedule for it as much as we could. It´s not out of the question though that some new "old" models will be added further down the line.

V1.4.8 update

Further AI Developments

[USER=5]@Alex Sawczuk[/user] took a break from track modelling this month to take a few stabs at the code, and he´s managed some valuable AI improvements in the process, including a revamped blue flag logic - AI cars now better evaluate approaching cars and move out of the way:
kJHKXoRUuTg

We have also increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations - this makes it much less likely the AI will get confused and veer off the track, or not "see" a car coming up alongside.

DynHUD issues

We´re hoping we have a fix for the recent DynHUD issues that came up for Windows 10 users following a recent system update included in v1.4.8. In any case we´ll be also looking to improve some remaining niggles with DynHUD and also beef up the native HUD a bit more as an alternative.

The run down to 1.5.0

Following v1.4.8 we´ll be on the final stretch to the definitive version of AMS - at the moment we´re still undecided on whether there will be a public v1.4.9 or if we´ll go straight to v1.5.0 - depends on the rate of progress we manage next month.

Here are some of the goodies still to come:

Metalmoro AJR


As announced a couple of months back, the hot new prototype from Metalmoro is coming up next for AMS. The model is shaping up quite nicely :)

Turbo model
[USER=7]@Niels Heusinkveld[/user] and [USER=9]@Luis Miguel[/user] have been working on finalizing the turbo model and it will be included in time for v1.5.0, including updated physics for all turbo cars in the sim to use the new model.

Spielberg 2017

[USER=26]@ilka[/user] has been working on an update to the modern Spielberg track, to include the latest reforms since the track was originally modelled. Although the track hasn´t had its layout altered, there are several curb and run-off changes, a new grandstand in the home straight along with other cosmetic modifications.

There is more still to come of course - look forward to sharing some final surprises with you all :)

That´s all for this month - hope you all enjoy the coming update!
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