An entertaining Passenger Flow level with 50 trains on a somewhat tight schedule with a dual track circular layout limiting your route options. Took just seven retries to complete :D
The next installment in the Luna 27xx series takes us back to the Moon just in time to help with the Luna University opening. New shuttle terminal is finished as well as new production buildings, so a new schedule is in order. Automated deliveries will keep you very busy and so will the track tile limit.
A new series created as an homage to the original Train Valley game with a focus on track laying and switching to combat the onslaught of automatic trains. New spawners gradually come online and the order is marked by the letters on the roof — a gentle introduction to the
Essentially a new game mode, in Construction you are to work with automatic trains and focus on construction and switching. You have some room for error - the blue roofed buildings will accept autotrains but will set you back on the road to meeting your delivery quotas. Plan ahead for uneven and different timings and watch out for really, really expensive windmills. A different design indeed.
Snow, cold, research facilities and schedule full of deliveries awaits us. Terrain that does a very good job of making us think it is trivial to build on, production chain with numerous components and DNDATT** objective will accompany us on our journey to five stars and possibly a couple of two :( four stars too :)
Purple Mountains hide many things — hyperloop routes, possible tunnel and/or bridge constructions sites, a track on the right to connect the power station, a DNSAT* objective, amusement rides and of course some peculiarly coloured rock formations.
@LittleBear is our newest winner! A €10 Steam gift card will be delivered to them by our contact ASAP.
Don't forget to tell us about your TV2 workshop adventures and visit our Discord server for an upcoming LPT challenge. Until next week!
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*Do No Stop Any Trains **Do Not Destroy Any Track Tiles
- Fixed a bug that caused audio volume settings to be ignored
We are reading your reviews about connectivity issues, especially in China. We are sorry for the inconvenience; be assured that we would like to fix the situation. However, we can't fix them unless you tell us what went wrong. You can help us improve the situation by describing what you did, and sending us logs (to chikari@t-online.de). Find logs by pressing the "Logs" button in the bottom left corner of the main menu. Send the files "Player.log" and "Player-prev.log".
We've added ranged combat to the game. You can craft a wooden bow and start shooting things from a distance, which is pretty cool.
We've also made a small change on how combat works: now you must left-click on the enemy to start attacking. This way, you can't fight multiple enemies at the same time, which makes combat a bit more dangerous.
We're expanding the content you can find in the forests with a new fortress and some NPCs you can interact with, and get quests from. On our next patch, you'll be able to explore the fortress' underground caverns.
Check out the patch notes for the whole list of changes.
See you next week with another exciting update! :)
Octavi & Susanna
Alpha 1.2.3
Added ranged combat.
A Wooden Shortbow can now be crafted on any Crafting Table (more types of bows will be available soon).
The player must now click on enemies to start fighting.
Added a little sign that points to the selected enemy.
Reduced "Accurate Hit" special move strength by half.
Added a new NPC on the shore, Sailor Brianna, that will help us with our first steps on the island.
Dragonflies and Lizards aren't identified as Wolves anymore.
The ruins of a once majestic castle, Cincta Fortress, appeared in the middle of the forest. Go meet their peculiar inhabitants.
Added two mini-quests linked to the Cincta Fortress (more to come in upcoming updates).
Added new items: Berries, Wooden Shortbow and Worshipper's Tunic.
Fixed the game on wide-screen resolutions.
Weapons have now a "distance" attribute.
Added a sound when the enemy hits.
Blood is now a static image instead of a particle effect.
Blood is shown both when the player and the enemy are hit.
Enemies now stop in front of the player instead of trying to walk on top.
Fixed a bug where the Unarmed ability wasn't saving properly.
Enemies disengage from combat when the player is at a certain distance.
Slightly increased aggro distance on all enemies.
"Choose your Character" is now "Choose your Chronicler".
The "Chronicler" profession is now called "Master Storyteller".
Improved collisions on trees.
Footsteps are now shown behind the player.
Orb of the Forest inventory icon has changed.
Added an inventory icon for bows.
Slight changes to the dialogue layout.
Dialogues can now be scrolled down with the mouse wheel.
Beastie Land: Fast-Paced 2D Platformer Adventure - Johnny Ginard
Hellooooo dear beasties!!! ːlunar2019wavingpigː
The fellow Beastie Land developer here! After having played Super Marios and Warioland during my childhood, here is my precious baby almost ready to be born!
I must say, I have been disconnected for a few months from social media due to my focus on getting the game done, I'm done everything by myself so please cut me some slack! hehe And I also broke my ankle, so have been in a completely rubbish state...
But we have good news! I updated the Beastie Land Demo to a newer stable version, bear in mind the final product will be much better! And the development of Beastie Land is approximately at its 66,66%, would rather say 70%! Almost 3/4 done! So start preparing your butts and tell all your friends to wishlist the game, because its definitely releasing this year!!
The wishlists have gone down by a lot and I've received a lot of cyberbullying due to using some free assets on my game, but don't worry, my passion for games will never give in!
So many thanks for all my dear followers, the game is getting there, the release will be after summer and I hope everyone will enjoy playing it! ːlunar2019grinningpigː
A new update is out! The patch focuses on quality-of-life improvements and some level design tweaks and fixes. We have some further enhancements in mind though, so stay tuned for future updates!
Version: 1.0.5-RELEASE-589-g7236f57f
Patch notes/changelog:
General:
New Controller Setting: Smoothing - smoothes out the motion of the crosshairs/prehensile tentacle while aiming with an analog stick (Options -> Controls -> General Settings -> Smoothing)
Enhancement: you can now exit mechs by pressing the "Use/Activate" button - breaking parasitism is no longer required to leave the mech
Enhancement: the status of the level is now displayed in the "Squeeze In" tooltip
Fix: improper fire resistance HUD order
Level Design:
Enhancement: Frontier/Military Junkyard - additional clues leading the player to the Hazardous Waste Landfill after obtaining the required skill*
Enhancement: Frontier/Leviathan Reef Base - additional clues leading the player to the Leviathan Reef Base - Bridge after obtaining the required skill*
Enhancement: Botanical Gardens - clearer order of the puzzles leading up to the chamber containing the Biomass Sample*
Fix: Leviathan Reef Base - out of place splashing sound
Fix: Bunker - cocoons getting stuck in the pipes in the Caverns
Fix: Bunker - a minor tunneling glitch in the Caverns
Fix: GTOY mech softlock no longer occurs now that the player can exit mechs
The download question set button will now lead you to a Dropbox page rather than a google drive page. Dropbox allows for more download requests than google drive.
* Glitch where the song titles turned grey in colour after pausing or viewing a tutorial is now fixed.
* Added a 'Quick Start' panel for new players to start navigating around.
Through player feedback, Punished_Slick_Rat suggested that an in-game calorie counter be added. A great idea, so this is implemented now.
A TDEE (Total Daily Energy Expenditure) calculator and a BMR (Basal Metabolic Rate) calculator have also been added. This is currently not linked up to anything else in the game, but extra features will be added in the future which will use these calculations.
More updates and improvements are on the way. Thank you for all your ideas and support.
Cheers, Kevin :)
Extra Info: As you already know, a lot of calorie counters are tweaked on exercise machines to show a higher than normal reading to sell more machines than their competitors. None of that marketing nonsense with this calorie counter - it straight up shows you as accurately as possible how many calories you are burning based off of what your weight is.
To give players confidence that I am trying to make this is a legit calorie calculator with no exaggerations, I want to be fully transparent on how it was put together.
Each exercise's MET number (a measure of exercise intensity based off of oxygen consumption) was researched and coded in. Jumping jacks have a MET rating of 8, burpees a rating of 10, crunches have a rating of 5, and a light walk has a MET rating of 2, for example.
I used this equation: Physical activity in minutes x (MET x 3.5 x player weight in KGs / 200)
No calorie counter is totally accurate of course and a player's body composition can change the outcome. Someone with more lean body mass will burn more calories than someone who does not have the same amount of lean body mass, but are at the same weight, for example. However, I hope it is as accurate and as simple as possible for the task, without players having to buy body calipers etc.