Hey guys! I will not be able to finish the update in time this weekend. Life stuff and such :/ Sorry about that. That being said It doesn't mean I'm not hard at work! Here is a glimpse into the upcoming crafting system! Cheers, and thank you for all the support! :)
We've just published a fresh new release version 2019.1.7329 of Masters of Puzzle. This one focuses on various improvements and bug fixes as well as preparations for the coming new puzzle collection.
Let's take a look at what are the most important changes:
Gameplay: Improved the animations and overall behavior of take-in-hand feature, including the sorting of puzzle tiles while in hand
Gameplay: The puzzle box interactable item can now be moved only in alternate action mode by holding the Alt key
Interface: The new puzzle box collection with illustrations by F. E. Church is now visible in the menu
Bugfix: Fixed a bug that was causing puzzle tiles taken in hand (i.e. lower left widget) or being inspected to move in a way inconsistent with the player camera
You can find the full release notes on our website here.
As always, we'll be happy to hear your feedback.
Don't forget to follow our social channels for regular news and some exclusive information about the game:
Hello violinists! As promised, definitely 100% on-time this time, Viola's new update is here! We've got new levels, a new song, a whole new character, the first sidequest, new enemies, new boss battles... It's just new, new, new for this update!
Have a great weekend and play to your heart's content!
General
New character added: Emerald, the spirit of earth! A bulkier mage with higher defense and earth-based spells.
New levels added: The Graves of Requiem, Cascading Falls and Castle Cordier!
New enemies added: Red Cubes, Cheruballs and Pink Skags!
New song added: Waterfall Waltz!
Fenrys’ Personal Quest has been added!
New boss fights are added!
Fenrys’ final Crescendo, the Rush Finale, has been added!
Several more banter conversations have been added.
Game over during a boss battle? You can now choose to restart the level or return to the overworld in addition to retrying the battle.
Some characters now need less battles to get to a higher support level.
Gems grant slightly lower stat boosts, and slightly lower stat reductions.
Character changes
Sybil’s Grand Flame and Spatial Crush now deal more damage.
Sybil’s Magic Surge grants a slightly lower buff.
Level changes
The first five levels now have more potions in the chests that have potions.
Several levels have been rebalanced to have less monsters per battle.
Enemy changes
The boss fight against Justice in Aurora’s Path has been made easier.
Several enemies have been made easier by lowering their damage and health.
UI changes
The Songbook’s song buttons no longer show controller buttons, but notes instead. Using the Songbook to play a song will still show the notes as buttons when used, corresponding to your chosen button prompt type.
Bug fixes
Songs performed through the Songbook now properly show which buttons need to be played, even if buttons have been rebound.
Finally, it has arrived! After spending much longer than I anticipated reworking the original code to support the new SteamVR interaction system, I finally have any update for everyone to play with. As always, if you experience any problems please feel free to contact me at mindrendtech@gmail.com. Cheers!
Added support for Valve Index
Upgraded Steam VR interaction system
Fixed model flying away when grabbed by laser pointer
Removed tractor locomotion type
Changed blink locomotion to SteamVR teleport
Remodelled army base scene
Removed flashlight
Removed screenshot control - use SteamVR screenshot control now
Removed demo scenes console from lobby (demo scenes no longer available)
Removed toggle floor visibility function
Added independent axis rotation for props
Added grip force sense setting for Valve Index wand grips
Reduced build size and performance
Updated model loader plugin
Added indicator for currently selected model (pointer laser to select, point to floor to deselect)
Added three new display environments
Allowed negative scaling to prevent models disappearing with zero scale
Improvements to how transparent materials are handled on import
Added wand hints (can be disabled in User menu)
Fixed issue with sending selected model to spawn point
NOTE: A game-breaking change was made to the layout loading system. Please refer to the readme.txt file located at \Documents\VR Model Viewer after installing the update if you have legacy (prior to V2) layout files that you wish to retain.
Known Issues:
- Button hint positioning is still WIP, can be disabled from the User Settings menu - WMR throwing runtime errors in log, working on it. Seems to be related to SteamVR skeleton pose updates - Joystick deadzone setting not saved to user prefs - Right wand sometimes stays transparent after showing hint - Skybox not saving with layout file properly if changed from default for orbiting platform scene
Next update will have some more scenes, async model loading, UI enhancements, scene portals, ability to access already loaded models during session, importing of images, list of loaded models in scene, and many more features!
Color Scheme options for changing the colors of your display text
Options to change the terminal color
Option to change the signal strength bar
Fixes :
Player.log file has been temporary disabled. Using the VHS players / Unity Video Player, the engine starts filling the player.log file with same warning all the time increasing the file size and causing the game to crash. The standard log will be replaced with custom made in future updates.
Monitor Image UI scale
When sleep with flashlight it stays on
Resting System changes
Auto calibration finishes after sleep
While sleeping the system recharge will move faster / Keep in mind that you can wake up without power :)
While Sleeping the antenna will rotate based on timescale
Fireworks Mania - An Explosive Simulator - Laumania ApS
First of, thanks to all of you who have played the demo so far, the feedback have been so positive which makes me very happy - thanks!
It also seems like a lot of you are pretty active with sharing the game with friends and on social media - so please continue with that, thanks you! :)
The demo have just been updated, which I guess will be the last update of the demo in a while, as I need to focus on continue developing the full game.
So please keep an eye on that, subscribe and remember the notification bell set to all, so you get a notification when I post a new video or go live. And talking about going live, I have done that a couple of times lately, as it fitted my schedule and it was really fun to speak with all of you who joined.
Hope you will stick around and follow the game, here is the changelog of the demo update.
- Enjoy
Changelog - v2020.1.2-demo
GENERAL
- Added loading indicator while loading the map - All "physics based" objects can now be picked up with the Physics Tool - Player cannot see through things anymore, and ignite or pickup object through walls etc - Physics Tool now move all object around equally fast, but throws based on weight - Changed "scroll" logic for Physics Tool so the sensitivity lowers the closer the object gets to the player. Provide better control - Physics Tool changed so object rotates a little based on collision with other objects while being held
FIREWORKS
- Changed the effect of The Messenger to actually have 20 shots, as the tubes on it implies - The actual explosion artifacts now collides with walls etc., so they in most no longer to through - Added recoil to batteries and updated their explosion effects so they are not that crazy anymore (there have to be room for even bigger stuff later one)
ENVIRONMENT
- Added "physics" too almost all objects in Gas Station and The House, so they are now impacted by physics forces/explosions - Updated colliders on the trucks/cars to better fit the shape of the models (you can place stuff in the trunk now) - Updated colliders in the big house - Added light to the big house - Added simple colliders to the Tree House
SOUND
- Added a bit of "occlusion" to sound, so the sound change a bit when you are not in direct line of sight - mimics reality (a bit)
SETTINGS
- Added Master Volume (as requested by players) - Added Motion Blur toggle (as requested by players) - Added optional performance monitoring overlay - mostly for geeks