Thank you so much for your interest in this little game. I can't stress how much it means to me to know that so many people have found and enjoyed GB Rober so far.
Now on to today's post:
Over the past few weeks I've been occasionally fixing some bugs that have brought to my attention, by a nice person who took it upon themselves to try and speedrun this game. However in my attempts to fix these various small things, I unknowingly introduced some more problems, that I have been fixing over the last three days, while I was trying to record a speedrun of GB Rober myself.
You see, for some reason Game Maker decided to remove parts of the game's collision code, after I imported some of GB Rober's assets into a different project, to give me a bit of a headstart with things. I caught the worst stuff very early, but some small things went unnoticed until today and yesterday.
Anyway, those are fixed now and also I remembered to set the camera layer in Vintage Prospective stage back to invisible, so that you're not looking at a solid red background for the entire stage.
I also wrote up a short guide for those people who might be interested in speedrunning GB Rober themselves. No idea if it's already live in the game's guide section, but it should be there at some point.
Aside from that, I'm slowly regaining the energy back to start working on the additional stuff I had in mind for this game, though it's still a bit out until I can share news on that.
To celebrate our release of Skeletal Avenger on iOS today, we are happy to announce a MacOS version is now available as well!
With all of the fixes and improvements during our Early Access and after the Full Launch with a Windows only version, Skeletal Avenger has never been more refined, and ready to arrive on Apple hardware.
You can find all of the familiar features, including a bone rattling co-op experience, and ten supported languages on your favourite fruity machine. Both the regular Intel based Macs, as well as the new Apple Silicon sporting computers can get your skull flying across the catacomb halls!
So, if you're on a Mac, you can now unleash your Skeletal Avenger!
Ambient rain drizzling outside, plumes of cigarette smoke hanging in the air, and an intense mystery waiting to be solved — all that and more awaits players in the moody and atmospheric noir adventure game, Lacuna.
Today, together with Lacuna developer DigiTales Interactive, we are delighted to announce a December 21st console launch date for Lacuna, with availability coming to Xbox One, Xbox Series X|S, PlayStation 4 and PlayStation 5, and Nintendo Switch on December 28th.
These upcoming digital releases will allow even more players to experience the title’s melancholy yet intensely gripping mystery. Assume the role of Neil Conrad, veteran agent of the Central Department of Investigation (CDI), and discover the truth behind what at first appears to be “nothing more” than a heinous murder.
Lacuna launched on PC via Steam earlier this year to critical acclaim and immense community praise. Winner of ‘Best Prototype’ at Game Award Saar and second place for “Best Game” at Indie Game Fest 2019, Lacuna’s story is told through gorgeous 2D pixel art, as well as its dulcet, captivating soundtrack — both working in tandem to capture the essence of its futuristic yet dour environment. Navigate a vast amount of dialogue choices, make decisions with crucial outcomes, and reveal the plot that will turn everything Detective Conrad knows upside down.
Lacuna subverts the classic story-driven adventure trope by nixing the tiresome “point-and-click” mechanic. Gone are the days of pixel hunting, and other intrusive mechanics that interrupt the flow of the game. Other improvements on the genre include conversational choices that drive the story, narrative-based puzzles, interactable extras, various distinct endings, and a detective saga that is sure to stay with players long after completion.
Lacuna will be available on Xbox One, Xbox Series X|S, PlayStation 4 and PlayStation 5 on December 21st, and Nintendo Switch on December 28th. Additionally, there will be a 20% launch discount in both the Microsoft Store and Nintendo eShop.
The PC version on Steam can be purchased with Assemble Entertainment’s usual “Save the World” Edition, where 10% of the proceeds go to GoGiveOne, an organization founded by the WHO Foundation that collects donations to provide COVID-19 vaccines for countries that cannot procure them. https://store.steampowered.com/app/1364100/Lacuna__A_SciFi_Noir_Adventure/
Once again, the Hungry Spider has crawled out of his hole. This time he's in a better mood, having just finished his Christmas shopping and gotten everything wrapped and ready for the little ones. However, envious eyes are looking over his haul - and he'll need to protect it!
The Festive Spider level is here once again for the season. Find it by clicking on the gift that has appeared on the main menu. Whilst you may be familiar with the upgrade system and control scheme from the Hungry Spider level, this game mode is more akin to a tower defense. Like the Hungry Spider level, it is incredibly difficult - very few players have defeated all of the waves and saved Christmas for their spiderlings.
Building towers is vital - whether recruiting funnel web spiders to slow enemies and snatch them away, or wood ants to launch acid at them, you'll need to think about tower placement and longevity to be succesful. Placing towers costs life, so you'll need to balance this single resource carefully.
A little tip - the spider's abilities are also extremely useful for making sure enemies don't get away with your precious presents. It'd be a good idea to start with the Crippling Venom ability to slow enemies from afar.
We are always trying to implement vehicles and weapons in the game as faithfully as possible and we also constantly refine and clarify the behavior of objects in the game, whether it is an aircraft or a shell. This time we have finalized the control mechanics of the SACLOS/MCLOS missiles to meet the higher requirements for reliability with the physical model of missile flight.
For missiles of this type we clarified the available load of the missile depending on the flight speed and air density, in addition the missile will lose speed more accurately during maneuvers. These changes will allow us to realize more accurately the damage zone of this type of missile in accordance with those of their real prototypes.
As a consequence to all this there will be a noticeable reduction in the capability of SACLOS SAMs to engage high speed targets with altitude or heading parameters. Since missiles with such control types follow the line of sight throughout the flight trajectory when firing at targets with altitude and heading parameters the missile trajectory curves due to changes in target position and the missile will have to perform a maneuver with an ever increasing overload. [expand] The trajectory diagram of a SAM with SACLOS trajectory with significant elevation over the target[/expand] Such a trajectory leads to a high g-force requirement throughout the flight which combined with the trajectory velocity decrease may cause the target to be missed if there is not enough available g-force. Therefore the higher the target velocity and the higher its heading or altitude, the more difficult it is for the missile to hit the target.
This feature of the flight of SACLOS missiles will become more pronounced after the update of the physical model and pilots will be able to use it to avoid being hit by SAM. To do so we recommend maintaining high speed and a significant altitude or heading parameter.
Also if the physical model of the SACLOS/MCLOS is updated, the missile’s angle of attack due to gravity compensation by the missile guiding system, will become more noticeable. The angle of attack in the updated physical model will vary depending on the missile’s velocity. The angle of attack during the flight would slightly change the armour engagement angle for these weapons.
Glossary:
[expand] SACLOS — semiautomatic command to line of sight.
MCLOS — manual command to line of sight.
Target heading parameter — the shortest distance (perpendicular) from the point (origin of coordinates, location of instrument, cannon, launcher) relative to which it is determined, to the projection of the target's course on the horizontal plane. Target heading parameter[/expand]
⛄ Discover the latest news and explore the End of the Year saloons with Ines and Lily in another fun-tastic Live Stream! Join us tomorrow Friday, Dec 3rd at 16pm CET🎄 and have the chance to get FREE Piggy Tokens and Coupon Codes!🎟️🐷💰
First of all, we want to thank you all for all the feedback and bug reports since the release of the Armour Overhaul. We've continued to carry out small bug fixes and changes based on the feedback from the community.
We also welcome all the new soldiers that joined us during the Autumn Sale on the battlefields of Post Scriptum, but equally many thanks to our veteran players who have helped these new players in the learning process of the game.
The next big focus is going to be Maginot, QoL and the new Boot Camp which will become the best place to learn how to play Post Scriptum if you are new. Or maybe need a refresher for veteran players.
Now back to the update. This week was spent primarily investigating an issue related to tanks disappearing when the driver would be disconnected & an issue where infantry would be invisible to tank crews.
Additional fixes and balance tweaks were carried out across the board. You can find the changelog at the bottom of the post.
New M2 .50 Cal model & equipment
And in case you haven't been following us on our Twitter or Facebook page or on the Official Discord (which you totally should) we recently showed off the new M2 .50 Cal model which will replace the outdated version we currently feature in the game.
In addition, we're going to be adding some additional equipment so that the .50 cal will become more versatile.
On top of the new base model, you will soon be able to traverse the battlefield with a .50 cal equipped Jeep or build a static .50 cal emplacement as the Allied forces.
As per usual you can find the changelog for this update below.
Changelog v2.1.2005.5465
- Renamed M4A3 Smoke shell from M89->M64 and velocity from 259m/s to 463m/s - Optimizing environment asset collisions - Potential fix for tank despawning on driver disconnection - Potential fix for infantry sometimes being invisible to tank crews. - Fixed client-side FX that would get stuck - Smoother transition after bandaging and drinking from a canteen - Emplaced mortar shell count 30->20 HE 30->25 Smoke - Velmolen KOTH Eastern Farm flag removed - Fixed mortar shells killing tank crews - Reordered shell order for some tanks to have HE rounds last - Fixed typo in shooting range - APHE external explosion radius increased - Tiger exhaust FX fixed - T17 handling improvement - Added turret interior as hull component for hull breaking system - Fixed HE not damaging infantry