Oct 3, 2019
Guns of Icarus Alliance - Inkjet
Join us in Guns of Icarus Alliance, win 2 games, and get free stuff!

Dev Games happen twice every week:
  • Thursday at 2100 EDT / 0100 UTC
  • Friday at 1400 EDT / 1800 UTC
Community Announcements - CM Kyrios


Welcome to the MapleStory 2 Art Corner! To celebrate the wonderful community that's helped to make Maple World such a vibrant, colorful place to be, we've decided to take this space to display some of our favorite fan art that we've gathered from you, our players! If you'd like to submit your own art, you can do so via this handy form. Selected submissions come with an added reward of 2,000,000 Mesos, sent directly to your in-game mail within a week of the post!

Here are our favorite submissions this week ~ Please remember that the links to websites operated by third parties are not under the control, or endorsed by, Nexon and Nexon is not responsible for the contents of any linked website.



Artist: Krissy
Character: Rainbow of NA West

"A drawing of my guildie NekoJL from Guild Galaxy!"



Artist: Hwarangi
Character: Jinshiya of Europe
Twitter: @rangiyaki
Instagram: @rangiyaki

"this is sana and sana likes young frogs (he owes me like a thousand by the way, please remind him)"



Artist: Antlion
Character: LionAnt of NA East
Twitter: @DB_Antlion
Instagram: @db_antlion
Website: https://www.dbantlion.com

"The designs for Vanilla and Mint are too adorable not to love! Happy 1 year anniversary MapleStory!"



Artist: Cucumber0204
Character: Cucumber0204 of NA West
Twitter: @Cucumber0204

"love this outfit ever <3"



Artist: JinxLove
Character: JinxedLove of NA West

"It's my character from the game MapleStory2 designed and based on my personal anime character. I like making my characters very pastel and cute and I made her look much like me in real life."



Artist: Wing
Character: Wingull of NA West
Twitter: @wiggIybuff

"I was commissioned by the lovely BulletBill! This character was so fun to draw, really proud of how it came out <3 "
Roundguard - TanookiFruit


Hi friend!

Is summer over already? Oh well. I’m pulling out the fuzzy blankets and steaming mugs of tea, ready to warm myself in the glow of my computer screen… Time for cozy game dev!

It was so lovely getting to see old friends and meet new ones at PAX West. The Indie MEGABOOTH experience was overwhelming at times – sorry to everyone who I had to stop mid-sentence to keep the booth running – but I was so proud of our little game. The Indie MEGABOOTH has been my favorite stop for years and years and this time we got to be at the heart of it! Thanks everyone for making it such a good time.

On the home front, our biggest new update is: Fizz the Wizard is fully playable!

Fizz is a young adventurer, still learning to control her magic, but she’s pumped to explore the dungeon and give it her all. All her frogs, that is.



You may wonder where she keeps all those frogs. Well, you know what’s even better than dresses with pockets? Dresses with pocket dimensions.

Fizz has a bubbly personality and a talent for making (summoning) friends, but she’s no lightweight. She’s been electric on the leaderboards and the boss monsters cry out in terror when they see her frogs coming. But she’s also been a bit… buggy?



See, when she equips her lightning skill, lightning bugs appear on the side walls, pacing up and down, and her bolts zap in a line between her and the bugs. But as punishment to us for adding literal bugs to the game, these bugs have been the buggiest bugs ever to bug. There was that one time when they began multiplying into an enormous swarm that wouldn’t stop until it crashed your game. Or that other time when they just decided to take a vacation and disappear for no reason. I think after this next update we will have finally tamed these bugs, but I’m scared to say it too loudly in case they hear.

Anyway… Fizz has kept us busy, but we’ve been working away at lots more polish and tuning and new random encounters and all that good stuff. This weekend I asked the beta crew what they wanted more of in the game and they said level layouts. So I put some assets in the Goodies folder to let everyone build level ideas and it’s been a ton of fun getting those into the game.



Maybe you have a level idea you’d like to see in the game? Come over to the Discord and share it with us!

<3
Andrea
Two Till Midnight - SpooglyWoogly
In patch 1.01 I've done some subtle quality of life changes.

Desks that can't be interacted with will now be indicated as such.
Props will now also indicate what key should be pressed when hovering over them.

I've also introduce a beta branch you can opt into via the game's properties in Steam.
This beta branch updates the game to Unreal Engine 4.23 and may help with crashes some folks are experiencing. Please leave feedback if the beta branch is more stable for you.

Thanks for playing!

George Erfesoglou
Neos VR - Frooxius
New features:
- Added quick full body T-Pose calibration, which allows quickly mapping trackers by posing in a reference and pressing both triggers
-- This is now the first calibration step for the full body calibrator, with the adjustments serving to fine tune the calibration
- Added AvatarPoseRotationConstraint, which allows constraining the orientation of a body node (limiting swing and twist around an axis)

Tweaks:
- "Reset Mapping" on Full Body Calibrator now just recalculates the default avatar calibration, rather than disabling it (this would break avatar body anchors)
- Full body calibrator now has basic instructions displayed on the top
- Light Orb Tip will now spawn light in the current local space of the user, rather than global
- Updated default SteamVR bindings of Oculus Touch controllers. This should fix some symmetrical bindings not working correctly (like touching X/A buttons, reported by @Hayden )
- Changed default render distance to 4096
- Upgraded to Unity 2019.2.7f2 (from 2019.2.6f1)

Bugfixes:
- Prevented avatar from being grabbed when entering or leaving fullbody avatar calibration, preventing it from being re-equipped
- Fixed filling of empty slots on avatar (spawning default hands/head) from dequipping just equipped avatar in some cases - this should fix the full body calibrator sometimes dropping user out of their avatar and leaving them without voice (encountered by @Nexulan , @pikapetey and others, please let me know if this bug still happens!)
- Fixed being able to anchor user to avatar anchor that's part of their hierarchy (e.g. being held or being on another user anchored to them) (reported by @Shifty )
- Fixed avatar anchors incorrectly unparent objects when the target space is not part of the anchor
- Fixed friends dialog trying to update message UI that has been removed in the meanwhile
- Added guard for invalid number of read samples from and audio source
- Fixed rare exception when updating online status, due to accessing uninitialized user instance
- Fixed labels for avatar calibration references in the full body calibrator being too small or too large for certain avatars
- Fixed exceptions when playing looped OGG audio clips causing audio issues and heavy performance (discovered thanks to log from @LeonClement )
- Fixed not being able to set unregistered user as a target for the interactive camera

Oct 3, 2019
Them's Fightin' Herds - Mane6, Inc
Exciting announcement!

Mane6 is showcasing Them's Fightin' Herds at Youmacon 2019: from Oct 31 - Nov 3 in Detroit, MI.

But wait, there's more! Not only can you hang out with the devs and play some matches, we'll also be offering a small collection of official TFH merch for sale during the event, onsite only, for the first time ever! More details to come.

The folks at Youmacon are taking real good care of us. We're honored to be guests at such a spectacular event. Get your tickets and join us!

https://www.youmacon.com/registration/
Oct 3, 2019
Legend of Cina - Harry
It seems player can't get through map 1-4x, so I skipped that map for the player to progress.
Praey for the Gods - No Matter Studios
Hi everyone.
This hot fix is for some sounds that were found to not play on specific bosses.

Early Access Build 0.5.066 Hot Fix

- Fixed specific sounds not playing on certain bosses

Thanks again for all the great feedback and bug reports -- we're digging through it as quickly as we can. Keep it coming!
No Matter Studios
Possession - weirdfellows
Version 10 of Possession is now available. I'm changing the version numbers to reflect the release number, rather than sticking with semantic versioning (1.X.X), because it didn't make much sense.

Interface Changes:
-The UI can now be scaled from the Settings menu. This only affects the in-game UI, not the other menus. I wouldn't recommend using it if you're not on a 4K screen, because it doesn't look very good. Anyone who does have a 4K screen, please let me know how it looks for you, and if I should update the rest of the screens to scale as well.
-If clicking would cause you to move, it now shows an arrow rather than the targeting reticule

Fixes:
-Fixed a crash that could be caused when receiving an achievement without Steam open
SteamVR - Jeremy Bot
The SteamVR beta has been updated with the following changes.

If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.


Audio Settings Update:
  • By default, SteamVR will select the appropriate audio input and output devices that belong to the active VR HMD.
  • Default audio selection currently works for Index, Vive, Vive Pro, Rift, and Rift S. Audio for Windows Mixed Reality HMDs is managed by the Mixed Reality portal, but is compatible with this update. In the near future OpenVR HMD drivers will be able to tell SteamVR about associated audio devices for default support.
  • Audio input and output devices can still be overridden in settings. The settings UI has been updated to reflect these changes.
  • Fixed multiple causes of audio settings being forgotten after driver updates.
  • Audio input and output settings are saved per HMD type. Switching between multiple HMDs will preserve the audio settings from each HMD, and using a new HMD for the first time will default to using the appropriate audio devices for that HMD.
  • Audio mirroring can be directed to the Default computer device or any specific output device. When mirroring is enabled and Default is selected, sound from the VR headset will also play on whatever audio output was default when SteamVR launched.
  • Fixed some bugs that would prevent audio mirroring from functioning when the default device was changed unexpectedly, or would require the mirror device to be re-selected.
  • In Windows, the default communication device is changed along with the default device, so voice chat programs that use the default communication device will work in VR without changing extra OS settings.
  • On exit, SteamVR restores audio settings their prior state. There is no longer a requirement to select "exit" devices in settings.
  • The Vive HDMI gain reduction setting is hidden for all other HMDs.
  • When Index HMDs are used for the first time, or after an audio driver update, the volume level defaults to 40% instead of 100%.
  • If you had selected audio devices other than the HMD before this update, such as external headphones, you will have to re-select them once in the new settings.
New and old audio settings will be preserved when moving in and out of the beta.

SteamVR:
  • Tweaked SteamVR user interfaces for many in-headset visuals, including IPD, "Now Starting" title cards, and the dashboard
  • Fixed taking Steam screenshots when using Oculus or Win MR broken earlier in this beta cycle (reminder: hold the button you use to get into the dashboard + trigger to take a screenshot)
  • Fixed saving Steam screenshots when Steam starts after SteamVR or is restarted while SteamVR is running.
  • Improvements to Base Station 2.0 wireless updates.
  • Fixed rare case where the Dashboard UI laser pointer would show up stuck to the user's face.

Motion Smoothing:
  • Fix for incorrectly reported motion vector scale on Navi hardware (e.g. AMD Radeon 5700 XT).
  • Progressively lower motion estimation resolution before disabling entirely based on measured performance (AMD only). This change allows starting (and potentially maintaining) a higher resolution than was previously being used, for hardware which can handle it.
  • Reset motion estimation on application launch when previously downgraded or disabled (AMD only). This previously required restarting SteamVR.
...