VRChat - Tupper
VRChat will be holding our next Dev Stream on Tuesday, April 13th at:
  • 6:00PM Pacific Time
  • 9:00PM Eastern Time
  • 1:00AM UTC (April 14th)
  • 10:00AM JST (April 14th)
Tune in on our Twitch channel at that time, and you'll find our dev team chatting about a bunch of stuff! We'll talk about what we've been up to, what we're working on right now, and what to look forward to coming soon!

There's a lot to talk about so grab a snack, a drink, and a comfy spot. See you then!

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Want to watch with your friends in VRChat? Find a world with a livestream-compatible player and drop in the Twitch URL ( https://twitch.tv/vrchat ). You might want to try out jetdog8808's "Dynamic Theater (Udon)". You can easily find it by searching for "dynamic theater udon" in VRChat.

It works great and is super easy to use! Just hop into the world, go through the doors, click the monitor icon on the config panel, and paste in the Twitch channel link by pressing Ctrl-V on your keyboard with the VRChat window focused.

Apr 10, 2021
Gamer Girls (18+) - piratesofthedigitalsea
Hey everyone!

Thank all of you for the feedback!
We've noticed some issues you mentioned and we've fixed some of them!

  • timer time has been increased
  • fixed issue with 'hold button'
  • fixed issue with UI buttons
  • added 'how to play' information panel in main menu



Thanks again for your feedback!

Skullgirls 2nd Encore - Liam
Hello, Liam here.

This is a small update that focuses on fixing a few bugs and issues.


GENERAL
  • Fixed an issue where Annie could DHC out of Pillar of Creation before the projectile spawned.
  • Fixed an issue where Beowulf's newly added double snap crowd sounds would trigger on Ms. Fortune's head.
  • Beowulf's EX Chair Recall special does not break armor anymore.
  • Fixed an issue where Beowulf maintained two hype when performing a double snap.
  • Fixed an issue where EX Chair Recall would cancel assist actions.
  • Fixed an issue where sHK would not build 1/3 hype when staggering the opponent unless it was the first sHK used in a combo.
  • Fixed an issue where Big Band's level 5 wasn't wall bouncing opponents correctly, even if it hit the point character.
  • Fixed an issue where Valentine could use Counter Venom in the wrong direction as a DHC.
(Build version 3.1.13)
Apr 10, 2021
Unlasting Horror - Twitch/mattsowards
This patch addresses some issues from the latest update.

Bug Fixes:
  1. improved optimizations methods
  2. improved fog
  3. improved lighting
  4. added new lights, updated solo map more items
  5. + various bug fixes

Join our Discord for development updates and community fun!
https://discord.io/ravesta
We love awesome people like you!

Also active on Twitter!
https://twitter.com/UnlastingHorror

Please report bugs & submit suggestions on our Discord.

<3 Matt Sowards from Ravesta Games
Path to Prosperity - Essence Games
Hey everyone!
Last week we made good progress on the tiling system, did some further work on the shader for rivers and waterfalls, and started working on a procedural shader for tree barks (the title image is one of our shader creations).

We are experimenting with procedural bark for a couple of reasons: Having a shader instead of a texture will mean that we can implement a variety of moss or weather conditions for the trees based on their location; it will mean that we should be able to have different bark on the same asset based on location; and it will remove a resolution limit on larger assets. The latter is most notable currently with the polynesian palm trees. While we love their scale in the game and their presence in the jungle, the bark looks quite pixelated up close. Additionally, when different levels of LOD load in, we are working to make the transitions smoother.

Considering all of these are still works in progress and rather technical, we want to use this blog to also talk about some higher level considerations of ours. In particular, we want to discuss the depth and balancing of our production chains. At the moment, the amount of buildings we have is the minimum we considered to be viable to make the game work when we planned it out at the start of the project. Production chains are rather limited, and most of the early buildings are rather expensive while also giving you a really high rate of return.

When John and I have been playing the game as a team, we tried to specialise on certain aspects (exploration vs base building), which has made us realise how few decisions the base builder has to make in the early game before their economy starts to bring in money. Considering the starting capital of 2k and the cost of e.g. a farm and seeds, it generally isn’t possible to place more than one field before you run out of money - which is obviously not a great way to start the game.

With that in mind, we are planning to adjust the balancing of the early game (wooden tier) to being much cheaper while also having less of a payoff. This should also mean that you need more space and more villagers to produce goods compared to the latter tier production facilities, which will give a nice incentive to upgrade and will mean that villages will have to grow quickly from the very beginning.

Until next week!
Hentai Balloons - FRS
People Playground - zooi
It was not the last one.

[1.16.4] - April 11 2021

Added
- Mods that incorrectly call path-dependent functions will now throw exceptions

Fixed
- Energy sword save/load issues
- Energy sword motion blur being invisible at low framerates
TopplePOP: Bungee Blockbusters - ArkimA
Starting this week, we'll be giving out TopplePOP Online Beta keys via the TopplePOP community discord - come join the fun and share your feedback to help the devs!
TopplePOP Community Server: http://discord.gg/zRNbqtx

Right this very moment, you can ask us anything at the PAX Indie Showcase Q&A - discord.gg/CWJDPKda


Operator - Jon54
- Battery pickup sound now follows the player instead of occurring at the point of pickup.
- Added a Controls menu to the main menu.
- Fixed a few issues with the AI (still a work in progress)
- Updated the map graphic slightly
- Screen now flickers for everyone when the enemy teleports within view
- Squashed the double footsteps bug

Dev's notes:

Still trying to get some issues worked out on this new asset update. I have a plan to push out patches that address issues with the code one at a time (AI, Spectating, In-game voice), as to make the game pretty fun to actually play instead of it still being somewhat of a mess. (Also please stop trashing the game just because you aren't enjoying it within 5 minutes of starting it up. It's a free early access game, what are you expecting?)
Lone King - slizer88
Story:
  • Missions Into the Void, Staring In, Light At The End, and White One added

Animations:
  • Burner's Burn animation now stays on target as it moves
  • Burner now has dissipation animation for weapon plume
  • Eliminator boss fixed not being centered

Bugs:
  • Bomb fixed not having drawn variable, crashing the game
  • All bosses now have same bounding box for all their sprites, avoiding player getting stuck on enemy when the bounding box changed

Other:
  • Game file description fixed saying "Long King"
  • Leaving the room area now allows you to move back towards the room even if you won't make it in the next turn
  • Move scanner is now removed when bomb detonates

The last 4 missions aren't complete, and some cutscenes will be added.
...