Mar 16, 2018
Aseprite - dacap
Aseprite v1.2.7 released!
  • Added new File > Export dialog with an Animation Direction option to export Forward/Reverse/Ping-Pong animations automatically
  • Added possibility to rotate ellipses and rectangles with Alt key
  • Added Ctrl+Click (or ⌘+Click) to select the layer (or cel) content in the canvas
  • Added Normal Map color wheel
  • .aseprite is the new default extension for new files, and there is a new option to change it
  • Fixed the Adjust Hue/Saturation formula
  • Added HSV colorspace to Adjust Hue/Saturation
  • Added options to supress warning dialogs
  • Added options to change the number of recent files/folders and clear the list in Edit > Preferences > Files
  • Now filters like Convolution Matrix, Adjust Hue/Saturation, Replace Color, etc. are applied to the selected range of cels in the timeline
  • Now all message boxes/alert dialogs have the first button as the default one (Enter to confirm, Esc to cancel)
  • Don’t select other layer when clicking over play button
  • Fixed incorrect preview using linked cels
  • Fixed bug editing hex field on Palette Edit mode (F4 key)
  • Fixed bug using Unicode chars in translations files
  • Fixed bug with certain dimensions of ellipses
  • Fixed bug copying/pasting RGBA images from Aseprite to other apps like Chrome, Discord, etc. on Windows when the image contains semi-transparent pixels
  • Fixed bug where a .ase might be detected as a .bmp file
  • Fixed bug saving files with tags with an empty name
  • Now unchecking the Preview button on filters dialogs will show the original image
  • Possible fixes for Windows 10 problems:
    • Saving files when turning off the computer
    • Mouse doesn’t respond correctly
  • Fixed minor bugs
More info in the blog
Mar 16, 2018
Aseprite - dacap
Aseprite v1.2.7 released!
  • Added new File > Export dialog with an Animation Direction option to export Forward/Reverse/Ping-Pong animations automatically
  • Added possibility to rotate ellipses and rectangles with Alt key
  • Added Ctrl+Click (or ⌘+Click) to select the layer (or cel) content in the canvas
  • Added Normal Map color wheel
  • .aseprite is the new default extension for new files, and there is a new option to change it
  • Fixed the Adjust Hue/Saturation formula
  • Added HSV colorspace to Adjust Hue/Saturation
  • Added options to supress warning dialogs
  • Added options to change the number of recent files/folders and clear the list in Edit > Preferences > Files
  • Now filters like Convolution Matrix, Adjust Hue/Saturation, Replace Color, etc. are applied to the selected range of cels in the timeline
  • Now all message boxes/alert dialogs have the first button as the default one (Enter to confirm, Esc to cancel)
  • Don’t select other layer when clicking over play button
  • Fixed incorrect preview using linked cels
  • Fixed bug editing hex field on Palette Edit mode (F4 key)
  • Fixed bug using Unicode chars in translations files
  • Fixed bug with certain dimensions of ellipses
  • Fixed bug copying/pasting RGBA images from Aseprite to other apps like Chrome, Discord, etc. on Windows when the image contains semi-transparent pixels
  • Fixed bug where a .ase might be detected as a .bmp file
  • Fixed bug saving files with tags with an empty name
  • Now unchecking the Preview button on filters dialogs will show the original image
  • Possible fixes for Windows 10 problems:
    • Saving files when turning off the computer
    • Mouse doesn’t respond correctly
  • Fixed minor bugs
More info in the blog
The Church in the Darkness ™ - Richard Paranoid


Wanted to let everyone know of a few opportunities coming up very soon (very soon, in fact) to try out our latest demo for The Church in the Darkness.

Game Developer's Conference

The annual Game Developer's Conference is next week in San Francisco and we will be showing a new build featuring some characters you haven't met before. There's two primary places you can check out the game.

GDC - The MIX

If you're in San Francisco we'll be showing the game at the MIX event, held Monday March 19th from 7:30PM-11PM. Note that you don't need a GDC badge to attend, and it's free. Find more information right here:
http://www.mediaindieexchange.com/event/gdcweek2018/

GDC - Intel Indie Game Lounge

If you're at the GDC Expo itself, we'll also be showing the game on the Expo Floor inside Intel's booth, called their Indie Game Lounge. We'll be there Thursday March 22nd from 10 to 2. Come join our following!

PAX East - Indie Megabooth

And then, only a few weeks later, way on the other US coast, come find us at the east coast's largest game show PAX East. This time we're in Boston, April 5th-8th.

Last year we met a lot of cool folks at PAX East when we just had a little kiosk in the back of the hall. But this year we'll have a full booth and we're super glad to have been selected by the Indie Megabooth to be featured in their unique curated space. Thanks to those good people for welcoming our little jungle cult into their fold for this show.

And if you want to see all the other games in the Indie MEGABOOTH this year, here's a amazingly long trailer to give you a taste of each one. Look for us at the 9:25 mark
https://youtu.be/yvnNIlJgtBk?t=565

I realize not everyone can make it to these events, and after we'll be posting some good wrap ups afterword.

And two final things...

We passed a large internal milestone recently - with our full game playable, we have started getting a few trusted developer comrades to play the full game. This is essential for some expert feedback and for us to identify which parts are most in need of polish and clarification, so the narrative works as well as we want it to when you finally get your hands on the game.

I try to explain our shipping situation as often as possible, because it's the question we still get the most: we're working hard to ship this year, with a game we feel good about, and we want to announce the exact date only when it is completely locked in. But yes, we know everyone's ready to play the game. No one more than us.

And for now, it keeps getting hotter in the jungle...

- Richard
The Church in the Darkness ™ - Richard Paranoid


Wanted to let everyone know of a few opportunities coming up very soon (very soon, in fact) to try out our latest demo for The Church in the Darkness.

Game Developer's Conference

The annual Game Developer's Conference is next week in San Francisco and we will be showing a new build featuring some characters you haven't met before. There's two primary places you can check out the game.

GDC - The MIX

If you're in San Francisco we'll be showing the game at the MIX event, held Monday March 19th from 7:30PM-11PM. Note that you don't need a GDC badge to attend, and it's free. Find more information right here:
http://www.mediaindieexchange.com/event/gdcweek2018/

GDC - Intel Indie Game Lounge

If you're at the GDC Expo itself, we'll also be showing the game on the Expo Floor inside Intel's booth, called their Indie Game Lounge. We'll be there Thursday March 22nd from 10 to 2. Come join our following!

PAX East - Indie Megabooth

And then, only a few weeks later, way on the other US coast, come find us at the east coast's largest game show PAX East. This time we're in Boston, April 5th-8th.

Last year we met a lot of cool folks at PAX East when we just had a little kiosk in the back of the hall. But this year we'll have a full booth and we're super glad to have been selected by the Indie Megabooth to be featured in their unique curated space. Thanks to those good people for welcoming our little jungle cult into their fold for this show.

And if you want to see all the other games in the Indie MEGABOOTH this year, here's a amazingly long trailer to give you a taste of each one. Look for us at the 9:25 mark
https://youtu.be/yvnNIlJgtBk?t=565

I realize not everyone can make it to these events, and after we'll be posting some good wrap ups afterword.

And two final things...

We passed a large internal milestone recently - with our full game playable, we have started getting a few trusted developer comrades to play the full game. This is essential for some expert feedback and for us to identify which parts are most in need of polish and clarification, so the narrative works as well as we want it to when you finally get your hands on the game.

I try to explain our shipping situation as often as possible, because it's the question we still get the most: we're working hard to ship this year, with a game we feel good about, and we want to announce the exact date only when it is completely locked in. But yes, we know everyone's ready to play the game. No one more than us.

And for now, it keeps getting hotter in the jungle...

- Richard
Mar 16, 2018
Glitch's Trip - CheMClarc
Hey everyone!

It’s been a little over a month since our last official post and we just wanted to give you an update on our progress. The three of us have each been working on different major parts of the game and we are excited to show you that we are making head way on all of them!

Level Editor Improvements:
We have been overhauling the level editor to make things a lot simpler and easy to use. We hope to make things painless so you are excited to create your own levels and share them with us and the community!

  • First UI pass to make things more user friendly.
  • Re-categorizing objects so it’s easier to find things.
  • Quality of life improvements on interacting with objects while creating and editing levels.
  • Localization support for all languages currently being supported in the game.

Creating World 3 – Space Rave:
We are in the middle of creating levels for World 3 which is themed after a Space Rave. Yup, giant speakers, hanging lights, and festival drops! World 3 is all about gravity manipulation, so get ready to be upside down and sideways as you tackle new enemies and hazards! World 3 will also use the glitch powers from the first two worlds, so players will have to think fast as you float through zero g and time switching tiles all while flipping upside down and around. It’s been exciting to make these levels and we are stoked to get them into your hands. World 3 really ramps up the difficulty, so be prepared!







Art for World 4 – Twisted Temple:
To keep things moving at a decent pace, we have been working on our next set of art assets for our final world called Twisted Temple. It is a very heavily Egyptian influenced world with an alien like twist. We will have more to share about the main mechanic used in this world in a future post, but we wanted to give you a sneak peak of some of the art being used in our final world.



Story:
There’s a lot to still do to get this game ready for a full release, but we realize we are currently lacking a story and it’s something we want to get into the game soon after World 3 is in your hands. Our focus in early access is to get you the gameplay and listen to your feedback on where you would like us to adjust things. We want you to be able to continue to play this game way past what we will be offering in official story levels through your own custom levels to share and challenge others to complete.

Feedback:
Keep the feedback coming in! We are looking at all of it and organizing it to tackle bugs and address any concerns as they come in to get addressed with each of our updates. Look for fixes and adjustments on your feedback in our next patch notes.

Michael Coletti -- Ransacked Studios
Mar 16, 2018
Glitch's Trip - CheMClarc
Hey everyone!

It’s been a little over a month since our last official post and we just wanted to give you an update on our progress. The three of us have each been working on different major parts of the game and we are excited to show you that we are making head way on all of them!

Level Editor Improvements:
We have been overhauling the level editor to make things a lot simpler and easy to use. We hope to make things painless so you are excited to create your own levels and share them with us and the community!

  • First UI pass to make things more user friendly.
  • Re-categorizing objects so it’s easier to find things.
  • Quality of life improvements on interacting with objects while creating and editing levels.
  • Localization support for all languages currently being supported in the game.

Creating World 3 – Space Rave:
We are in the middle of creating levels for World 3 which is themed after a Space Rave. Yup, giant speakers, hanging lights, and festival drops! World 3 is all about gravity manipulation, so get ready to be upside down and sideways as you tackle new enemies and hazards! World 3 will also use the glitch powers from the first two worlds, so players will have to think fast as you float through zero g and time switching tiles all while flipping upside down and around. It’s been exciting to make these levels and we are stoked to get them into your hands. World 3 really ramps up the difficulty, so be prepared!







Art for World 4 – Twisted Temple:
To keep things moving at a decent pace, we have been working on our next set of art assets for our final world called Twisted Temple. It is a very heavily Egyptian influenced world with an alien like twist. We will have more to share about the main mechanic used in this world in a future post, but we wanted to give you a sneak peak of some of the art being used in our final world.



Story:
There’s a lot to still do to get this game ready for a full release, but we realize we are currently lacking a story and it’s something we want to get into the game soon after World 3 is in your hands. Our focus in early access is to get you the gameplay and listen to your feedback on where you would like us to adjust things. We want you to be able to continue to play this game way past what we will be offering in official story levels through your own custom levels to share and challenge others to complete.

Feedback:
Keep the feedback coming in! We are looking at all of it and organizing it to tackle bugs and address any concerns as they come in to get addressed with each of our updates. Look for fixes and adjustments on your feedback in our next patch notes.

Michael Coletti -- Ransacked Studios
Chip's Challenge 2 - Allack


Version 2 is a massive update. We’ve been working on this one for a while and it’s finally live ːCC2MelindaːːCC1Chipː Chip’s Challenge 2 & Editor now include:

1. Offline Support
2. Steam Workshop Support
3. Level Set Editor
4. Several bug fixes, including the bug caused by holding down keys in record
5. Preference Themes: Classic or Win

It’s all been possible as we finally found a solution to the Microsoft immovable object vs. the Valve unstoppable force problem. Basically a config file needed to be set a specific way, but the knowledge of how and why was lost over 10 years ago.

The outcome is SteamWorks is now running as it should within Chip's Challenge 2, which in turn means Level Set sharing is possible with WorkShop, plus offline works too.

There are already some new Level Sets live on Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1324616255&searchtext=


http://store.steampowered.com/app/348300/Chips_Challenge_2/
Chip's Challenge 2 - Allack


Version 2 is a massive update. We’ve been working on this one for a while and it’s finally live :CC2Melinda::CC1Chip: Chip’s Challenge 2 & Editor now include:

1. Offline Support
2. Steam Workshop Support
3. Level Set Editor
4. Several bug fixes, including the bug caused by holding down keys in record
5. Preference Themes: Classic or Win

It’s all been possible as we finally found a solution to the Microsoft immovable object vs. the Valve unstoppable force problem. Basically a config file needed to be set a specific way, but the knowledge of how and why was lost over 10 years ago.

The outcome is SteamWorks is now running as it should within Chip's Challenge 2, which in turn means Level Set sharing is possible with WorkShop, plus offline works too.

There are already some new Level Sets live on Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1324616255&searchtext=


http://store.steampowered.com/app/348300/Chips_Challenge_2/
Community Announcements - Cosmo


We're livestreaming a sneak preview of new Mindshow features and assets in development next Wednesday, March 21st, 2pm PDT! Head over to twitch.tv/mindshow to catch an early look and ask our developers any questions! Can't wait to see you there!
Mar 16, 2018
Elisa: Seduce the Innkeeper - Volomist


Today is the 3rd anniversary of Neoclassic Games!
We are plannint to organize special events and giveaways! This is your chance to get awesome stuff, news and yeah even a chance to grab a copy of our game Elisa the Innkeeper and/or our Elisa: Seduce the innkeeper.

Just follow us on Twitter!

https://twitter.com/NeoclassicGames

What are you waiting for?
Thanks for your support we really love you!
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