We can’t believe it’s finally time for you all to try out the Floppy Knights Demo! We’re all sorts of nervous and excited that this day has arrived (but mostly excited).
As you may have seen from the title screen, Floppy Knights is still in the “Alpha” stages of development. Our team worked hard to iron out as much as we could in time for the digital events, but we expect that some of you will likely notice bugs while playing.
Here are a few issues we know about:
The game’s file size is currently pretty large; we’ll be optimizing before release!
The “slow” status effect is currently not working correctly.
You can sometimes attack an unoccupied tile after destroying an enemy.
Excessive fast-clicking on cards and buttons can sometimes stage your unit's attack card, causing it to get stuck in staging for the remainder of the round (which kind of lets you cheat...ssshhh).
Using “Grow” on a card that’s already been discounted (e.g. with “Light Up”) may cause that card to lose its discounted energy cost.
The Payback ability can counter attack enemies at any range. Kinda OP, right?.
Various minor visual and audio bugs (naturally).
If you notice anything else, please let us know ~ we have a feedback form available here.
You can also pop into our Discord to talk with us and provide any comments and feedback there. We also appreciate cheesy puns and pictures of your pets, so feel free to drop those in anytime. 😉
Oh! And if you haven’t already wishlisted the game, we’d love it if you did:
I've just uploaded a new update to fix some big bugs that were reported. Here's a full list of everything that's been changed:
Fixed the game crashing when completing challenge maps.
Custom seed values are now limited to int32 min and max values.
Fixed a few bugs caused by trying to view the advanced map in field trips or the elevator.
The pause menu will now display the current seed to aid with bug reports.
Fixed Baldi not moving in the farm field trip.
Subtitles no longer prevent menu items from being clicked on.
Increased desk and lunch table spawn buffers so that they can no longer spawn so close to each other that they block areas off. Also reduced the size of their hitboxes.
Objects can no longer spawn in the center of the Principal's Office.
Implemented item slot hot keys and removed unused item slot 6 key option.
Fixed the advanced map crashing on pre-made levels.
Fixed pause screen weirdness, which involved the system cursor sometimes not re-locking and multiple menu screens rendering on top of each other.
The game will now load the last player's screen settings on start. Different players can still have different screen settings, and whoever played last will have theirs loaded when the program is started. Loading a different player will immediately switch to their screen settings.
We'll be showing Groove Catcher live in action on Twitch using a mixed-reality feed. Get a look at the unique feel and look of the game, and learn how to make your own levels naturally, right in the game. Hear about sideloading your own music, sharing levels with other players, and how to get on our alpha list to be a better of the game's creation!
There are many new additions to this version! A way to render out animated spinning gifs, Dithering for paint tools, Visual guides while painting such as grid lines, and a UV overlay. There are also new flip/mirror and rotate actions for paint selections. You can transfer UVs to the tileset by auto-tracing their lines or filling in their polygons. Plus more changes and fixes!
Check the patchnotes below for a full list of improvements!
Added: Dither option in the Painting tab for the pencil and eraser tools. Adjust the slider at the top to control the amount of dithering.
Added: Grid option in the Painting tab. Displays a grid overlay using the tilesize dimensions.
Added: UV option in the Painting tab. Displays the UVs of any currently selected tiles.
Added: Mirror, Flip, and Rotate buttons in the Painting tab for transforming selections with the Marquee, Lasso, and MagicWand tools.
Added: Transfer UVs to the texture by auto-tracing their lines. Select the Paint > Trace option from within the context menu inside the UVs tab.
Added: Fill in areas of the tileset that are inside the selected UVs. Open the UV context menu and goto Paint > Fill solid, or Fill checkered.
Added: A checkered option in the Create blank tileset panel. This will create a checkered pattern based on the Checker Size value in the settings.
Added: A checkered option in the Resize tileset panel. If canvas is enlarged, this will create a checkered pattern based on the Checker Size value in the settings.
Added: A checkered option for the paint bucket tool. This will fill an area with a checkered pattern based on the Checker Size value in the settings.
Added: Export UV map option. Open the UV context menu and goto Paint > Export UV map. This will allow you to save out the UVs as an image file.
Added: Hold Alt key to prevent selecting a vert when clicking it, incase you want to move crosshair to it without selecting the vert.
Changed: Dragging a vertex would cause the crosshair to get repositioned. Now it won't get repositioned when dragging verts.
Changed: UV padding can now be set to a fraction, such as 0.01.
Changed: Using the Scrollwheel will now zoom in the Tileset/UV/Painting panels.
Changed: Create blank tileset panel now uses the paint colors as default.
Changed: Contiguous option for the Paint Bucket and Magic Wand now use an icon to toggle instead of a worded checkbox.
Fixed: The grid rounding value would become a fractional number or become inaccurate when loading a new scene after having used a custom base pixel unit.
Fixed: There would be small gaps between tiles due to some unknown inaccuracies. New tiles now have their vertices snapped to any old vertices that are very closeby.
Fixed: Dragging verts would be locked to the x,y,z axis. Now it drags them based on camera direction.
3 uniquely challenging spacial puzzle games have free demos this week! Join Corey, Gwen, and Alan as we play each game and nerd out about puzzle games and game development.
Kine is a 3D puzzle game by Gwen Frey about whimsical machines that aspire to be musicians. Embark across a theatrically rendered cityscape by solving increasingly difficult 3D puzzles. Guide Euler, Quat, and Roo as they struggle to form a band and find their big break!
From some of the best puzzle designers in the world comes A Monster's Expedition, an adorable and relaxing open world puzzle adventure for monsters who love to learn about humans.
ONLINE MODE IS AVAILABLE, PLEASE REFER TO THE FOLLOWING NOTES TO JOIN THE BETA TEST!
Detailed tutorial of online mode will be posted in another steam news.
HOW TO GET ACCESS TO THE BETA TEST OF ONLINE MULTIPLAYER
Touhou Ibunseki ~ Ayaria Dawn: ReCreation now supports online multiplayer. Player can get access to the beta test of this mode by the following steps:
1. Find "Ibunseki" in the steam library, right click and choose "properties";
2.Choose "BETA" tab and input "Ibunseki7777", click "Check Code";
3.The system will tell you've succeeded joining the test. Then choose the "onlinetest" option in the "select the beta you would like to opt into"; 4.Close the dialogue and wait the game until it finished updating.
We‘ve encountered some technical problems and the online mode doesn't function properly. We're now hurrying fixing the problem. Sorry about the trouble.
Notice: The online mode is still under development and is genrally stable. Yet there're still some problems. We hope you can leave your suggestion on the Steam discussion board. The online mode will be deactivated once we finished beta testing.
Thank you very much!
OTHER UPDATE:
System 1.Player numbers are now displayed; 2.Game speedup, canceled playing voice at some situations; 3.Power gauge is displayed when making power dispatching; 4.Press [ALT] in the game to show the area and price of the real estates; 5.Press at the main screen to unlock all the playable characters; 6.SP recovery rate adjustment; 7.Skill balance adjustment: Yuyuko and Orin; 8.System optimization, bug fix;
Game Content 1.New character: Yakumo Ran, Chen, Shameimaru Aya; 2.Add new image for hidden character “Ashes’ delight” 3.New story: Six Six Six; 4.New map: HeteroStation
Hidden character "Ashes' Delight" cannot be used in the online mode now.
Today comes the last final update that adds 10 new endings to the game. Various bugs and bugs were fixed. Also, many errors in the text were corrected thanks to Darnery who worked on our text in the game, in the Russian localization!
As highly qualified tactical operators, you'll have an entire arsenal at your disposal. We've already mentioned that an assortment of pistols, submachineguns, shotguns, assault rifles, DMRs, light machine guns, and sniper rifles will be available for the completion of your missions. You'll be able to equip weapons with compatible optics, muzzle, and side attachments. Flashlights, laser sights, and silencers will be useful throughout the campaign in several situations.
Grenades will also be available to equip. Frag and incendiary grenades can be used to clear out entrenched enemies. Smoke grenades will help you cover your team's movement. Flashbangs will disorient enemies... there'll be a few of them to pick from and expect most of them being used by opposing forces too.
There is, however, more gear available. A Medkit is something your squad shouldn't go without. Patching up your wounds will enable you to stay in the fight even after a few cuts and bruises. An optic cable is a small fiber optics device that'll allow you to peek under certain doors and gather information on what's behind it, changing the risk factors that every breach comprises and allowing you to decide how to proceed. Open the door, kick it in, blast it in or flush them out?
A Lockpick kit will also prove useful to open locked doors without making too much noise, giving your team access to otherwise inaccessible areas. Wire cutters are a simple, yet effective tool to approach the enemy from an angle where he isn't expecting you.
Certain gear will do more than allowing you to open doors, though. M112 demolition charges will allow you to set up a diversion while you attack a different flank or, on a more straightforward approach, it'll help you breach certain walls, obliterating them and any enemies caught in the blast. Last but not least, the M18 Claymore will enable your squad to deny the enemy an approach from a certain flank. Whether you're going for a risky approach or making a run for it, a carefully placed Claymore will keep some of the enemies at bay.
We'll be showing more gear in the future. We hope you enjoyed this week's devlog. And, as usual, join us on Discord for an eye to eye with the team behind Thunder Tier One.
Glad to see you enjoying Cakes and Cookies so much! Just like with the base game, we'll keep taking good care of the expansion. Thanks to your awesome feedback and many suggestions, we'll be looking for ways to further streamline the gameplay and make it even more fun.
Here are some of the updates planned for the nearest future:
June 18th - Sandbox mode
The Sandbox mode will be available on Thursday, because it still required a few adjustments. We know how much you guys liked this mode in the base game and there's no way we could've skipped that for Cakes and Cookies. In the meanwhile, make sure to check out the basic mode. The expansion provides much more chilled out experience - there are not orders awaiting and virtually no penalties. The daily hashtags are more of a suggestion but it's not required to follow them to sell cakes. Additionally, we've made sure that there's enough sources available right from the start so you can check out everything this DLC has to offer!
June 25th - more figurines
It seems you guys have fallen in love with all the fancy decorations and we'll be more than happy to deliver you more sets of beautiful figurines.
July 2nd - Chaos Tool
That's right! Very soon you'll be able to wreck your kitchen like never before. THIS FREE UPDATE AVAILABLE FOR EVERYONE WHO OWNS THE BASE GAME.
A quick recap of it's features:
Shooting ignited firecrackers. Initially we wanted it to shoot darts but firecrackers sound like more fun!💥🧨
Shooting beams that mess with the gravity of individual objects. Houston, we're about to have a problem!🛰️🌌👨🚀
Shooting beams that change the scale of objects. Ever wanted to spend some time in the kitchen with a human-sized banana?🔼🔽🍌
Shooting chosen objects. You pick an item you want to use as ammo and the Chaos Tool can shoot is as much as you want.🍅🥦🥕 🔫
A beam which swapps objects for other random objects. Because why not!🍎⚗️🥩
As previously announced, we have now updated this game to run on a newer version of the Ren'Py engine. This was a big overhaul, and while we believe we have sorted out most problems by now, please do report any strange behavior that you encounter!
Old savegames should load and play without difficulties in the new build. However, you may need to reset your visual preferences (widescreen, etc) as some of the way this works was changed too drastically to carry over the old settings.
More information available in this discussion topic. Please post any bugs and questions there, so that we can more easily find and resolve them!
Now that this is hopefully working smoothly we can get back to planning the next update for Wolf Hall!