Dark and Light - SG_Erebus
Greetings Adventures,

We had to do some maintenance on servers AS Wyrmslayer 4,5, and 6. Those servers were rolled back about 15 hours. We're sorry for any progress that was lost.
Car Puzzler - Borisss


Hi, friends!

I have some good news for you:

  1. I've lowered the price so even you who have not decided yet can give it a try.
  2. The game will be playable in Dubrovnik at Reboot Develop Conference this week. So if you're nearby come to try it out or chat with me!
  3. We have yet another player who has beaten the game on the maximum difficulty, congratulations!

For those who have not been able to attend the Game Expo in Bratislava here is the lecture I gave about solo development (in Slovak).

Regarding the development, I'm testing possibilities to enrich the experience with some AR (mobile platforms) and have already started planning some next project :). Stay tuned!

Happy puzzle solving!

Boris

Automation - The Car Company Tycoon Game - Killrob
With today’s patch there comes an important fix that has been keeping some of you from being able to play the game properly. This was caused by a background error linked to engineering calculations which now have a few extra safeguards in place for missing data. We’re very sorry this happened in the first place. Have a go and see if those of you who were affected once again can build cars and engines normally.

B180417 Fixes & Improvements
  • Added new White Mirror photo scene
  • Added 3 new car bodies / variants
  • Added reliability check for suspension bottoming out due to downforce
  • Fixed issue where the database would become confused with cloned engines
  • Fixed issue where car bodies would not show up making a new car
  • Fixed bug where same car would score differently in sandbox vs. lite campaign
  • Fixed fixture clone dragging for situation where cloning cannot complete
  • Fixed bug with rolling resistance calculations in connection with downforce
  • Fixed some body mesh and morph issues
  • Fixed grille materials looking wack at certain angles or scales
  • Fixed some visual rim issues

Development on the Lite Campaign V3 continues to go really well, we’re now implementing the factories and fortunately much of the old code is still usable to some degree. In the coming days a Little Dev Update will take a look at the UI drafts for all these new / upgrades features.

Cheers!
Apr 16, 2018
Community Announcements - LilyGame
●Addition of English mode

But Shift-JIS problem has not been solved yet.
Please wait a little more.

Translation polite, so please take a look.
Apr 16, 2018
DEATH FIELD: The Battle Royale of Disaster - RED WHALE GAMES
Probably less than a week until the launch of DEATH FIELD, and it seems like we have endless work although finishing stuff that we are supposed to do a daily basis. Guess it's like hidden works are continuing to pop out as time flies. But we can't express out an emotion of difficult or a complaint, because we need to end up making the best game as possible to deliver right to consumers hand. So, we will put this situation as a very enjoying moment for us and get back to work.


"I am looking for necessary materials here and there but can't seem to find a one that I like. It's probably not in this storage. I might have to look them up in different places. The reason I am putting so much time into grinding is that I must create a customized suppressor. By using the suppressor is the best way to oppress enemies."

Development
- A loading feature added to the client webpage.
- Character IDLE animation work in the lobby.
- Rifle setting and animation work.
- Organizing set up actors in levels.
- Making of materials for a screen effect when using a high magnification scope.
- Damage segmentation by attack direction.
- Assets change for the upgraded mask.
- Assets change for the upgraded gas mask.
- Assets change for other types of mask.
- Production structure for the platform.
- Developing new for the crash report.

Implementation
- Applied DB utility.
- Done works with the minimap.
- Rough lands are now smoothly sharpened.
- Managed to organize client logs.
- Finished working with consumable items sound.
- Fixed craft materials name.
Euro Truck Simulator 2 - Nemiro
Last December's add-on release for Euro Truck Simulator 2 - the Special Transport DLC - has been accepted very positively in the fan community. As you may remember, a comparable game expansion is also in the works for American Truck Simulator, but meanwhile, the team behind Special Transport still keeps on tweaking and improving their creation.

We are happy to reveal that along with the upcoming ETS2 1.31 Update, the Special Transport DLC will also be updated with new jobs. There are new routes added to the core map, and several new routes will also be accessible for owners of other map DLCs.

https://www.youtube.com/watch?v=AwrIDaQPZ6A

This is not our last take on Special Transport, you can count on further tweaks and improvements down the road!
The Labyrinth - ugotopia123
Hello guys, I wanted to address something you probably already know: full release is the next update. This is what the last few years have led up to. The game started as a concept at best and turned into an actual game (again, at best).

I'm making this post to acknowledge the break in time between patch 0.9 and full release. There's going to most likely be a long stretch of time before I feel my game is a complete package. I wanted to let you know so that you don't get scared that full release is not coming, I'm telling you right now that it is. It's just going to take some time, and I hope the end product is worth it.

Now I'll go over a few things off the top of my head that are going to be in the final version. A new Archer boss, I won't spoil too much about it but its name is the Shadow Manifest, and its kit revolves around splitting into copies of itself. I also need to finish the remaining enemies: Cursed Mage, Cursed Rogue, and the Cursed Archer. I want to create new items exclusive to the Shop. I want to make another room, the Blessed Room. I want to balance Rogues to be more powerful and viable in a party, this probably also means scaling down the strength of Warriors.

Right now I'm working on updating more of my game's foundation, completely rewriting some very old code to bring it up to snuff as my programming skill has gotten much better since the game's inception. All this is going to take quite a long time, but I really hope the finished product is something I can be proud of. Thanks for sticking with me for this long, I'll update as more is produced!
Warcube - craigz


Wendar Village
In the heart of the western peninsula lies Wendar Village. Once a crossroads village that thrived off regional agricultural trade, it now lies in ruin and occupation. It's irrigation channels have become defensive moats, and its once lively market and living quarters a display of graves. It's Warling inhabitants live enslaved in cages, they long for freedom, and will gladly fight for any cube who free's them.


Super excited to introduce Villages! These are the first of what I've been calling more 'standardized' locations. Or rather, locations that have a somewhat consistent setup to them! Think 'Siege the Castle' or 'Liberate the Village' or 'Open the Gate' - that sort of thing :) Next step will be to test out village upgrades! But I'm waiting to get some things on the map in place (mainly being able to direct peasants to any particular location)

I started working on standardized assets too, which will let me quickly swap out blocked locations walls/buildings to a different theme! :D



***MAC BUILD IS USUALLY A DAY LATE, MESSAGE ME IF IT'S LATER THAN THAT***

0.0.17.v4 - 04/16/2018
-----


Wendar Village
The first village! Wendar! *cough Zendar...*



Location Completion Time
I'll start recording this somewhere too so you can keep track of it :D thinking some scribe-cube somewhere :P



Pinnable Menu Items
I'm working on certain GUI items being pinnable, currently time is the only one :D incase you want to keep track of something while playing!



New Tactical Camera (Work in Progress)
Suuuuuper pumped for this :) especially once I get controls/orders in! :D





New Objectives List
Made a list/order of objectives in a location :) thanks Dartel for the great ideas!



Intro Camera Points of Interest
Makes entering a location a little more fun ;D



Some pretty background mountains and sky!
I'm working on hiding the edges of the map a little more :D currently this is only in Wendar Village, but i'll be propagating it out to the others soon!



Barricades now hurt a little more!
Let me know about whether this is annoying or fun! :D complaints go to Dartel on Discord :P


  • GUI, new battle icons on the map!
  • GUI, now location mission time is tracked @Myriad
  • GUI, battle icon now looks like the units fighting.
  • GUI, on map, you now need to HOLD 'V' for a second in order to go to the Void @Hat @Whqasem @Shermy
  • GUI, new objectives list @Dartel
  • VOID, optimized navmesh generatio for void, should be less laggy!
  • LOC, Village, added sirens! @Dartel
  • LOC, Village, moat wider @Dartel
  • PROP, Spike Barricades now hurt :P @Dartel


  • GUI, chest count wasn't updated in locations!
  • GUI, money wasnt being shown accurately.
  • ERROR, fixed game breaking bug that wasn't saving peoples data! :( @Myraid @Hat @nickconnorstp
  • CAM, can now rotate camera after you die :)
  • EQ, hopefully fixed randomly getting tutu equipment @Hat
  • MAP, added Arthurs Rest icon back! @Dartel
  • MAP, added recheck to locations that have all flags found to equal complete.
  • MAP, *think* I fixed enemy units not resetting after defeat @hat
  • MAP, fixed garrison and siegecamp saving! @Hat @Shermy
  • FX, made gun smoke effect white smoke again
  • FX, made fog more transparent in VOID
  • LOC, Wendar Village, fixed pen entry collider skewing arrows
  • LOC, Wendar Village, fixed crash at end

DEBUG
  • MAP - can reset individual locations from within the location menu now.
  • MAP - tap 'H' to get a readout of all your props current states and locations!
  • MAP - prop reset *should* now work if your props were floating in Oblivion


  • GUI, ammo when swapping units on hand isnt accurate
  • MAP, army units clip through map.
  • CAM, clipping with tall structures + buildings.
  • CAM, seeing edges of level when in Brawl Cam.

Stealth Killing in a tutu, no better way to do it friends


Check out the #Latest-Update-Discussion on Discord and let me know what you think!

--> discord.gg/Warcube

Oh hey there :)
BOOM! Bottom paragraph time :) just wanted to say thank you to everyone who tells their friends about Warcube, and really fights for the game to succeed :) you guys mean a ton to me! :D I know when I get excited about a game, I just can't wait to tell others, so it's exciting to meet and hang out with people just like that! :D

ːsteamhappyː

-craigz

Journey to Luonto - Dummy Thicc Doug Dimmadome
Hello all, after doing some work on the final chapter in Journey to Luonto I have decided to make some changes to things in chapter 2 such as monsters/bosses stats such as armor and magic resit, boss spells, and so on. I plan to release the patch within the next hour or two and believe this will make chapter 2 more enjoyable

TDLR: Bosses: + new skills, Armor and Magic resit went down
Monsters Magic resit and armor went down
Useable weapons and armor : Armor and magic resit increased, Attack and Magic Attack increased

These changes were needed for better balancing I hope these changes make the game better and smoother for you in chapter 2

As always thank you for playing Journey to Luonto!
FIREFIGHT RELOADED - Bitl


An update for FIREFIGHT RELOADED has been released. The update will be applied when you restart FIREFIGHT RELOADED.

1.8.1.3:
- Set the NPC limit to 75
- Set the maximum NPC limit in the menus to 200. The main reason why I keep lowering the NPC limit count is to provide better performance for all tiers of PCs. If you have a higher-end PC and want to see what happens if you make the limit infinite or you choose a huge limit, feel free to edit it with the command "g_fr_npclimit", or adjusting the slider in the ADVANCED OPTIONS menu to maximum or 0.

Be sure to join our Discord server here: https://discord.gg/4MfShzF
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