Oct 31, 2021
Maximum Action - Balloon Moose Games LLC
Happy Halloween!
You'll notice a spooky surprise waiting for you in the main menu!


NEW EDITOR
The 0.79 Update brings an entirely overhauled level editor with lots of new features, even importing your own 3d models and music! Also new tracks from the one and only Daniel J. Stimac! All just in time for Halloween! :)



New User Interface and Gizmos
The editor has been improved with simple and easy to use UI as well as fully functional
translation, rotation and scale gizmos.



Full Lighting Controls
Adjust full lighting settings in your custom scenes, from skyboxes and shadows, to directional, point, and spot lights



Group Object Selection And Deletion
Simply hold shift + click to select multiple objects or press Delete to delete them, or Ctrl + D to duplicate!




Import 3D Models and Music
You can now import 3D model files of type .FBX and use them in your custom levels!



You can also import music files of .wav into your levels!



Workshop Support
All this with full Steam Workshop Support! Upload and share your levels easily!




NEW MUSIC
Awesome new tracks have been added to the Maximum Action Soundtrack by the great Daniel J. Stimac

Mega Mean
New Music for Mean Streets



Tea Time
New Music for The Teahouse




Rooftop Ruffians
New music for Rooftop



Temple Trauma
New music for the dojo endless level


Thanks for reading! I hope you all enjoy this update and have a happy Halloween!
Can't wait to see what you all create with the new editor!

-George Mandell

For more Maximum Action
Join the Discord
Follow my Twitter
Subscribe to my Youtube

Mist Survival - Dimension 32 Entertainment
New Version Update 0.5.0

Hello everyone

i'll post this simple patch note first and tomorrow for the full patch note. Many zone are not finished well. i'll try to update as often as possible throughout this month for that.

** Here's a list for known bug that will be hotfix in a couple days.
  • Water : Can't swim for now.
  • Trade System : I haven't put a value on the item, u may receive the quest reward and trade items for free.

Gameplay
  • Brand new Map and location
  • In game map (Press K) : You can mark your current location by pressing a button or mark a random event location that just appeared.
  • Fishing (Press middle mouse to activate)
  • Cover System : you can now hide your self in bush.
  • Trade System
  • New Melee combat
  • Weapon modify (only baseball bat for now)
  • Garage, Car customize
  • Pet
  • New Puzzle : Padlock
  • Bow Rework
  • New movement animations
  • Random Event
  • Animal pack
  • More vehicle interaction points
  • Tree base
  • Car Animation Rework

Oct 31, 2021
Himno - The Silent Melody - David Moralejo Sánchez
Hello!

During these days I have been working on making bosses feel more powerful along with balancing their damage and health. Also I have reworked how defense works so should feel more balanced and fair.

My future plan for Himno TSM is doing an update that will be released on December. It will include the first biomes of the second zone with their corresponding unique creatures, machines and items. I am so excited to start!

Check the Official Discord where I am always active.

Change Log:
+Added boss fight song.
+Added more sounds to boss attacks.
+Reworked the boss room.
+Killing a boss will increase max hp by 100.

*Changed how defense reduces enemy damage.
*Reduced boss projectiles damage.
*Teaked all bosses AI and bullet patterns.
*Increased boss heath and shield.
*Fixed some more language words.
*Essence gates will be always on.
*Fixed save and exit button UI bug in options menu.

Have a good day/night!
David
Oct 31, 2021
Increlution - Gniller
  • "Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug
  • Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction that was already completed
  • Changed the taskbar flash behavior on MacOS to be more noticeable, because the single jump was too subtle compared to other platforms
MADNESS: Project Nexus - The Swain
All Versions:
New Halloween Update! Play as An Offering, a new spooky Origin for M:PN's Arena Combat mode.


Merged Beta updates into Full Release:
__

Beta [2.01.r]

ADDED
⦁ Hand-to-hand hit indicator added to Brute class enemies who are prone to tantrums, to let you know how many hits you've landed to piss them off.
⦁ New audio for the Light, Heavy, and S200 MERC rifles. Janky, dirty, and perfect!
⦁ MERC Battle Rifle has a proper ran-out-of-ammo ping! sound.

FIXED
⦁ Changing the direction you are facing while enacting a full dodge would pick the wrong animation for the move.

TWEAKED
⦁ Updated the icon for the Distracted buff that Brutes receive after a tantrum.

TESTING
⦁ Added a small pause after clicking an icon in your inventory menu before allowing you to buy, sell, or equip. This could screw a few things up for your character if you were too quick to click.
Extrorb - Tresiris, LLC
We've conjured up something interesting to keep you on the edge of your seat this Halloween! Let's see how well you can slip past this crazy contraption and still find your way to your target.

No purchase necessary, this new level will be added to your list for free when you update to the latest version.
Dreams Of Adventure - Orphan Crippler
⦁ Cultist can now use daggers, 1H Swords and 1H Maces
⦁ Rangers can now use 1H Swords and Fist weapns
⦁ Fixed issue with not being able to un-equip weapons if you don't have another weapon in inventory
⦁ Removed the one bandit in Bandit Lair who was outside of map
⦁ Fixed Obsidian Garrison transfer to lead you properly there when you try to enter
⦁ Fixed issue with ??? girl in Bandit Lair. Now everything should work properly. Also, her quest will now show only if you pressed "Help Her"
Extrorb - Tresiris, LLC
  • Added the free new level Axe for 1 player and 2 player
  • Added additional leaderboard to support the new level
Oct 31, 2021
Piecewise: build chat bots with blocks - Piecewise Labs
(This post is also available on https://blog.piecewise.im/piecewise-devlog-6)

Attention testers: Closed beta copies will be removed from your library before midnight Pacific tonight. Projects created using the beta version of Piecewise will be able to be opened with the release version, so make sure you have them saved! Thanks for testing Piecewise and for your feedback.

Hi everyone, happy Sunday! I can't believe release is less than two days away – I've spent the past nearly three weeks making sure Piecewise is ready for the first public release. In this final “dev log” before release I'll go over the biggest changes that have been made to Piecewise over the past couple of weeks, and what to expect in Early Access.

What's new

Various fixes and improvements to Mastodon support

There's too much to write a coherent paragraph here for, so here are the highlights:
  • Added interacting with (favorite/repeat) statuses
  • Added the ability to determine notification types
  • Added listening to direct and public timelines
  • Added the ability to determine the bot's relationship with another user (following, muted, etc.)
  • Fixed replying to posts
  • Added the ability to specify a spoiler for statuses and mark them as sensitive
  • Added the ability to determine whether a post is a repeat of someone else's, and if so, determine the original poster
  • Fixed “look up status” being hidden
Also, I went through and documented all of the Mastodon blocks.

Various fixes and improvements to Discord support
I also made some improvements to Discord support:
  • Added “can start embedded activities” to “user has permission” block
  • Added additional flags to “message is (publishable/pinnable/etc.)”: “is reply” / “is thread OP” / “is crosspost” and similar
  • Added “message pinned” event
  • Added “get reference message” block (to fetch the original message a message is a reply to)
  • Added the ability to “send message as...” (send a message with a different author and avatar using webhooks).
  • Added the ability to specify minimum parameter count for chat commands. Invocations that do not have the required number of parameters are ignored.

Backpacks
A few weeks ago, I implemented Blockly's “backpacks” into Piecewise.



Dragging blocks to the backpack allows you to save those blocks for later. The contents of the backpack save immediately and aren't project or workspace-specific. This is useful because, for example, you might put a login block or a function you frequently use into a backpack to use it across projects. For more info about backpacks, you can check out the dedicated documentation page here.

Block weighting and organizing
Blocks are now weighted properly within their categories to better reflect what you might be looking for. Blocks that you might use most are located closer to the top of the workspace, and blocks that might be used less are located at the bottom. Right now these are hard-coded values, but I've been considering tracking the blocks you use and tailoring the layout to the blocks you place.



If you have any feedback about the current layout, please feel free to reach out.

More pitfall warnings
Piecewise will now notify you when you're missing a block that's dependent on another (i.e. provider-specific blocks being dependent on their login/configuration), or trying to schedule tasks in a loop – both major pitfalls that may cause you headaches. Here are some examples of what these warnings look like:





Custom themes and renderers
The latest version of Piecewise allows you to create custom themes using CSS styling. Here is an example of a custom theme:



When themes are a little less buggy, I'll document further how they work.

You can also now change how blocks are rendered – Blockly comes with three renderers by default, the geras (normal) renderer, the thrasos renderer, and the zelos renderer (which makes blocks look more like Scratch) – and you can switch between them from the “Piecewise –> Preferences” menu.

Templates
It's now possible to create “templates” that users can copy, edit, and create their own projects on.



Piecewise ships with a few templates by default, but feel free to create your own by saving a normal project with the “.pwt” extension.
Internal code and pipeline fixes
The less sexy part of these updates is the tons and tons (and tons) internal refactoring, bug fixing, and tuning I do – this made up at least half of the total work I've done in the past three weeks. However, the return on investment of these fixes allows me to work on Piecewise quicker and in a more maintanable manner.

Other small fixes
I've also made a bunch of other tiny fixes:
  • Started requesting that your computer stays on when a bot is running
  • Fixed various bugs in the ffmpeg downloader
  • Added “this is taking longer than it should” to splash screen when Piecewise is taking too long to load
  • Added trace logging, which allows me to further see what Piecewise is doing
  • Started rotating logs every launch
  • Updated Electron to 16.0.0-beta.3
  • Shortened block names when linking to them in documentation if their names are too long
  • Fixed block validity checker sometimes not checking blocks
  • Added more documentation for extension blocks
  • Added sad Blue when an error occurs
  • Fixed demos ending immediately
  • Fixed demo crashing on Linux
  • Fixed options menu hanging
  • Fixed windows flashbanging you when they open (sorry dark mode users!)
  • Added block shadows to a bunch of toolbox items

What to expect during Early Access
Now that I've gone over what's changed in Piecewise, I want to quickly go over what to expect during Piecewise's early access period.

There will be one major Piecewise release every month, and it will be numbered with the year (i.e. 21) and month (i.e. 11). The first release will be 21.11.0. The current plan is that new features and breaking changes will generally come out at the beginning of every month – after the initial feature release, there may be a few bug fix releases.

I don't plan to do this often, but if I break compatibility with the current version of Piecewise in the next version, I plan to support it for at least a month after the new version with bug fixes, to give you time to move over to the new version. The latest version of old major releases should always be available via Steam beta branches or as separate downloads on itch.io.

The aimer branch will continue to function and will be pushed to every time I submit a code change. If you like living on the bleeding edge, enter "dreamoflazurite" in Piecewise's Properties –> Betas menu, but I make no guarantees that versions pushed to this branch will work or that compatibility will be kept between "aimer" and stable releases (or even "aimer" and "aimer" releases).

Dev blogs will probably slow down to once a month. I'll definitely post a dev log when I announce the new release, but I may also post a new dev blog in the middle of the month if there's a feature I'm particularly excited about shipping in the next month.

Conclusion and looking ahead
I've already started working on Piecewise 21.12, and I'm already excited about first new feature I'll ship, which will be adding "piecewise://" URLs (i.e. "piecewise://jump/discord_login"). These URLs currently allow you to jump to blocks and open online templates, but I'd also like to make it easier to share blocks this way by allowing you to give the person you're sharing with a URL.

I continue to surprise myself with the progress I've made over the past few months and I'm very excited to share Piecewise with everyone on November 2nd at 10am Pacific! If you haven't already, please add Piecewise to your Steam wish list and feel free to join us on Discord or on the Steam Community forums.
Not Another Dungeon?! - Daggerbunny Studios
Dear Adventurers,
finally, we are proud to announce the release of Not Another Dungeon?!. It has been quite a long journey since we started development on this "small" game two years ago.

Not Another Dungeon?! will start its Version 1.0.0 release on November 19th 2021, 10 AM UTC+2.

We had the fantastic opportunity to get in contact with testers and enthusiastic card players from all around the world. And we want to thank every single one of you for that. Although we are a very small studio, we created a wonderful, breathing world and characters that people can identify as and cheer for - not least because of the fantastic voice over by the amazing voice actors we were allowed to meet on our way. We worked hard and we are proud how Not Another Dungeon?! turned out. And in the end, we wish for you to have fun with the game and maybe - just maybe - accompany us on our journey.

But the release is not the end! We are already working on the first expansion for Not Another Dungeon?! which is currently named "Not Another Dungeon?! : What lies beneath" (subject to be changed). We hope you look forward to us giving further information on this topic in early 2022.

Until then, good luck, dear Adventurers! Show those demons who's the boss!

With best regards
Tim "Beatless" B., Director of Not Another Dungeon?!
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