If not, what is your day job? Tell us about it. I have been a full-time content creator (primarily streamer) for the past 8ish months. I also do a little personal training
Any hidden talents or hobbies?
I have skill issues but these are not hidden.
How and when did you start playing RotMG?
9 years and 249 days ago I was in the shower, slipped, hit my head, and woke up in Realm of the mad god
Favorite Class, Dungeon, and Item?
My favorite class is Kensei. Jk I like wand classes but hate wands. In other words I like wand class abilities. (please rework sorc scepters to make them cool and aimable) The favorite item would be scripture as it is one of the most class-changing abilities in my opinion the game could use more cool UT's that change the class's purpose. Favorite dungeon music-wise- Pirate cave. Aesthetically- Crystal Cavern tied with The Shatters. Gameplay- O3 🙂
What other games do you play?
I play RAID SHADOW LEGENDS JOIN NOW to help me make money 🙂 jk don't that game is poop.
What makes RotMG unique?
(read the answer to this and other questions at the official RotMG blog).
I'm Yann, creative director on the game and I'm really excited to finally share some news about the game's development.
First of all: sorry about the long stretch with no significant news from us. We were at a crossroads with this project and we made some strategic decisions that we are going to explain here. Let's go:
Where are we with Terra Pulse right now?
Terra Pulse is an ambitious game. We spent a full year developing it and we're confident in its potential, but we've reached a crossroads: we know we can make it - but we just don't have the budget for it. We're unable right now to support ourselves for the time the game needs. This leads to two options: either cut a lot of stuff from the game and make it much smaller so we can release it using our means, or try looking for additional funding so we can execute our vision.
That's why we're looking for publishing partners! They can provide a lot of services that we need and help us get to the finish line. Finding a publisher partner is a long, complex process, but we're dedicating a lot of effort to it and there's some really cool stuff happening under wraps. We'll bring news as soon as we're able to!
What all this means is that we're embracing Terra Pulse as a project with a longer development cycle. This way, we believe can fulfill our vision for it, instead of radically diminishing its scope just so we could release it faster. So for the near future, we decided to dedicate ourselves to two missions: one is finding a partner for Terra Pulse. The other is to release our second project, a smaller game, before Terra Pulse.
So you're developing a new game?
Yep, we announced it last month! It's called Sky Caravan.
It's a smaller, self-published title. This means that we'll be able to release it faster (March 2022!) without compromising quality, while also building a community around it. We're really excited about this! If you're excited about it too and want to support us, you can wishlist the game and share it with friends.
The important things is: we're working on both games. So don't worry about Terra Pulse getting thrown into the sideline.
If we aren't able to find a good publisher for Terra Pulse, we'll just keep working really hard to make Sky Caravan a success, so that we are able to publish both games ourselves.
In summary: Sky Caravan's release is right around the corner, so we'll be talking much more about it right now. Terra Pulse's updates will be more spaced out for now, but we hope to bring some hella good news someday in the future!
Any news cool stuff about Terra Pulse?
Yes, we have sneak peeks at some all-new biomes planned for the game!
We've already shown the Forest of Memories and the City's Heart biomes in some game footages, but these are additional and completely new areas, with pictures of the real places that inspire them for comparison. Check it out:
Important: All art, concept, levels and map are subject to change.
Shore of Lost Songs
The southern zone of Rio, home of iconic neighborhoods like Copacabana and Ipanema, is anything but paradisiac in Terra Pulse. It is the inspiration behind the Shore of Lost Songs, a wasteland of trash from the sea and mini-volcanoes.
Deadly Mangrove
Rio houses a real biome endemic to Brazil, the restinga (akin to a bayou), inspiring the Deadly Mangrove. It's a place in the game where the luxury condos and commercial centers of the western zone of the city have been engulfed by giant roots and venomous water.
Northern Hills
The city’s northern zone, which houses some of the biggest favelas of Latin America and landmarks like the stadium Maracanã, inspire the Northern Hills, one of the denser urban areas of the game.
Ancient Rainforest
The city is built around an enormous forest in real life, known as Floresta da Tijuca, which is the inspiration behind the Ancient Rainforest. It is home of the Pulse Tree, a mysterious gigantic tree that towers over the Redeemer statue.
Real City Map Vs. In-Game Biomes
Rio de Janeiro is an enormous city in real life, with over 160 neighborhoods and almost 7 million inhabitants. We've decided on a preliminary slice of the city's map, featuring parts of all the main zones of its territory, based on what could be portrayed according to the game's scope. This is subject to change as development unfolds and is still a work in progress. Check it out:
We'd love to answer any questions about the game's development in the comments, so feel free to ask away! We're absolutely committed to getting to the finish line with this game and we're very happy with all the love it's been given this far.
To continue to support us, you can wishlist our other game, Sky Caravan, and follow us in our social media channels!
Lastly, join our Discord if you haven't yet. We'll also post important news over there. https://discord.gg/hYGMtgPdGa
That's it. Thank you so much for caring about this game. We care about it deeply and we can't wait to see the day where we will be able to finally get this game in the hands of everyone. All we want is to be able to live as game developers telling unique stories with brazilian flavors: stories only we can tell.
See you around and stay tuned for future news. Grande abraço a todos!
To go along with our publisher sale, RPG Maker MZ has also been updated to the latest version! And included in those updates are two much anticipated upgrades to the Battle Animations tab:
Effekseer integration updated to the latest version! The ability to use MV Style Frame Animations!
To celebrate, in conjunction with the Effekseer team, we’re hosting the MZ Battle Animation Showdown!
And what will you do for this contest? Making Battle Animations!
The contest will have two different categories, one for MZ Effekseer Particle Animations, and one for MV Style Frame Animations. You can enter one, or both.
Make the best animations you can using the rules below and see if you can take the prize!
How to Submit your Entry
Download the Template Project Linked at the bottom of the post. After editing the Template Project for this event, please upload it using File → Upload to the Workshop from inside of RPG Maker MZ
When uploading, use the following Tags Category:Resources, Resource Type:Animations, Flavor:Optional Description: Please include a description of the participating categories, an introduction to your work, and a list of credits for the materials you used.
Rules
To submit your animation to the contest, add it to the workshop as a MZ Project using the template included at the bottom of this post. (this submission should be an unencrypted project, not a deployed file).
Place your animation in the 1st slot in the Animations tab of the database.
You may add any materials to the project you need to showcase your animation. The judging will be done based on the preview in the MZ engine.
You may only use user-created resources that are available for modification and commercial use. Proper copyrights and/or credits must be included in the entry.
You can use your own resources, but you must include copyrights and/or credits.
You may not create a character that infringes on third party copyright or trademarks.
You reserve the right to delete your entry even if it has already been posted and voted on.
You may edit your work and/or the description after posting (we may contact you for confirmation if the character has changed significantly since the original posting).
Submissions including adult materials such as extreme violence and/or nudity will not be accepted.
Only one Particle Animation entry and one Frame Animation entry per user.
Prizes
After the submission deadline, our judges will determine the best of the best in each category. There will be separate 1st through 3rd place prizes for each.
1st Place: $50 Steam Wallet Code
2nd Place: $25 Steam Wallet Code
3rd Place: $10 Steam Wallet Code
Bonus Particle Animation Assets from Effekseer!
As a special bonus, the Effekseer team has sent a special pack of Particle Animation assets, free for everyone! You are free to use them in your entry, or in your latest projects!
The contest will run from December 9th until January 3rd 11:59PM Pacific! Get your entries in before then!
Entry Template
The entry template is a RPG Maker MZ project stripped down to the bare minimum for smaller file size. You must use this as a basis for your submission. You can add any materials needed to highlight your animation (including enemy graphics and backgrounds for the animation preview).
So enjoy the Publisher Sale! Get RPG Maker engines, packs, or maybe even check out some of our other games for inspiration. And get to work on those Animations. We look forward to seeing them!
- Added ability projectile support to player ship.
- Added generic observer manager.
Added Fmod Events
event:/SFX/Ambience/Title_Screen
event:/SFX/Game/Triumph_Defeated_Boss_Stinger
updated character creation panel perks to be dynamic and display based on content declared in web tool / fixed bug causing siblings to swap continuously due to grid layout component
updated perk manager fetching and null handling
#4688 - Proposition: allow to rebind skill shortcuts and boost key (old rebinding logic cleanup)
Enabled development builds to track error details in logs
[4485] Added FMOD event for Title Screen ambience
Changed sliced sprites names of some land monsters, for better consistency when using them with Web Tools.
updated pvp game to spawn user facing the direction declared in map editor
Renamed TopKnot sliced sprites for better consistency
added update and data blockers to input manager
Sea/Dash input action null reference fix
Performance improvements for server in batch mode
Fixed error in PlayerShipEntity.Start
fixed chat text button interaction to display context menu
WIP camera bounds changes (currently disabled)
Added missing MapCameraBounds script
Fixed speech bubbles text layout issue
fixed sign shader rendering issue causing layer to not show in game
Added dark water to map editor
Improved output of the user search command ( Biome info ) /
Deactivated ZSnap for the BattleSelectionSprite to prevent the selection ring from appearing on top of enemy battlers /
Tweaks to improve fps and memory usage on the client
Edited seagull scatterer min/max distance value, nixed probability chance on module, rebuilt banks.
Added baseline LFO modulation for seagull track for Stefon.
Turned off development build for jenkins builds
Added showCastSpriteBackground bool.
Addressing Nubis-related exception
Added floating ability icons to show when allies receive a buff.
Added Sea Wind Gust effectors
Fixed some broken prefab ids
Finished fixing camera not showing bottom tiles
Switched back to .net 2.0 from 4.x
- Removed FMOD cache folder
- Added FMOD cache paths to ignore.conf and hidden_changes.conf
- Potential fix for FMOD cache pending changes issue
Debugging Nubis Timeout Logic
Another portion performance tweaks for server in batch mode
Removed the lobby from voyages [4910]
Improving FMOD project integration
Ignoring built banks
Reverting latest FMOD changeset
- Moved the FMOD Audio Project outside of the Assets folder
- Added FMOD project unused folders to ignore.conf
Hurt SFX for Fishman sea monster
fixed spawning issues for pvp game
Adding audio banks back to the project
Fix for FMOD Studio Settings
FMOD settings fix
Adding Master Bank to FMOD Settings
Adding XmlIgnore attribute to spriteRef variable, PvpShopItem class
Moving Web Tools outside of Assets folder
- Removed Web Tools .meta files
Updating Web Tools files to latest version, v5.1.0
Removing FMOD Build folder from hidden_changes.conf
updated ship data system to support ship variants
Updating FMOD Cache and copying banks to Streaming Assets
- This should fix the missing banks issue when building in batchmode, using Jenkins
Removing banks from Streaming Assets.
- Banks should be copied when the game is being built.
We are at an exciting time where we are almost ready for people to get a closer look at Flippin Kaktus!
Our game has now been accepted onto the Steam Playtest feature. In light of this, we have decided to gather some feedback about gameplay, mechanics, and level design so that we can adjust it before the release..
If you are a fan of action-filled side-scrolling run-and-gun types of games we invite you to sign up for the playtest of the latest version of the game Playtest feature TODAY! From the 9st December, we will be granting access to a small group of you in order to get as much info about the game as possible. We will use this time to incorporate some fixes, and adjust the gameplay so that the game will shine!
After playing the game you’ll be asked to do a quick survey - please fill in all the details and give us as much as you can - it will help the game, we promise :)
Any further questions, please feel free to join the community discussion over in our Discord channel. Check out the Steam Playtest Q&A below for more details about it.
Steam Playtest Q&A
So what is Steam Playtest and how does it work? The Steam Playtest feature allows anyone interested in trying out Flippin Kaktus to enroll onto a list of playtesters from the Steam store page.
Once enrolled, we will be giving playtesters access to the game in batches starting today. Steam will alert you once you have been accepted. Once you have been granted access, you will be able to play the full latest version of the game without any time limits for as long as we decide to run the playtest. How do I enroll as a playtester? Visit the Flippin Kaktus page and you will find the option to enroll in the same location as the purchase button. Click the button to sign up and you’re all set. Once Steam notifies you that you have access, the game will be available to download in your library.
Here is the launch trailer, hope you enjoy and cant wait to see you in an online game. Our 5 person indie team is proud of what we have built and are excited about what we have planned to add during early access and what we can discover together with you.
International Basketball Manager 22 will be available on December 16th
You read that right... only 1 week left. IBM22 will premiere next Thursday 16th of December.
After a long wait the basketball lovers already know the day they’ll be able to put themselves in a basketball manager’s skin and enjoy the countless managing tools that International Basketball Manager 22 has to offer.
Have you ever dreamed of winning a title with your favourite team? Do you know how it feels to be the best Manager of the season? Build a champion club creating your own style while playing on the court, but remember all the tasks that you will have to carry out in the office.
International Basketball Manager is presented as the only simulation video game in the market that features worldwide official licenses like acb -including Liga Endesa, Copa del Rey and Supercopa Endesa- and other emerging leagues like LNB chile and BNXT League, a new creation license which brings together the former Belgian and Dutch leagues.
During the next few days and until the release date more official league licenses will be announced to join the game for its launch. Stay tuned to our Twitter and Discord community.
Twenty years have passed since Earth's leaders offered an unconditional surrender to alien forces. XCOM, the planet’s last line of defense, was left decimated and scattered. The aliens rule Earth, building shining cities that promise a brilliant future for humanity on the surface, while concealing a sinister agenda and eliminating all who dissent from their new order.
Always on the run, and facing impossible odds, the remnant XCOM forces must find a way to eliminate the alien threat once and for all. That's where you come in:
TAKE COMMAND of the Avenger, an alien supply craft converted to serve as XCOM's mobile and customizable headquarters. RECRUIT RESISTANCE FIGHTERS with five distinct skill trees and assemble the perfect squad to fit your playstyle and execute your tactical plans. RESEARCH, DEVELOP AND UPGRADE weapons and armor for your soldiers aboard the Avenger. Turn the aliens' technology against them! TACKLE UNIQUE MISSIONS around the world, from wildlands to the hearts of alien-controlled megacities and the depths of alien installations. Countless combinations of maps, missions, and goals await. EMPLOY GUERRILLA TACTICS to ambush alien patrols, loot enemy gear and artifacts, and rescue fallen comrades and VIPs. CONFRONT POWERFUL ENEMIES including previously unseen alien species and the regime's ADVENT peacekeeping forces. TEST YOUR SKILLS in head-to-head multiplayer battles that pit squids of humans and aliens against each other on randomly generated maps.
Sorry about the delay Miolhrians...We had to take the game down to repair a few things and setup a New build... Even though Update 19 isn't complete everyone with the Game can try it out and report issues! Wrench required to make sure everything is well... Game was taken down to test
Pet Capture in all biomes! (Testing going well...TBA)
Possible Multiplayer (Testing going well...TBA)
Updates include...
NEW Pet Stamina and Battle System!
(This allows you to use you pet in battles rather than fighting them yourself) (Pet stamina is limited to 10 and each battle lose -1 per battle on win) (-2 stamina)
New Abilities added for some Pets!(-1 Stamina for all skills until balancing)
New Ultra Ability which gives your Pet a 99% Win Chance against Animals and Zombies(-3) this excludes Bosses, Hordes, (Bandits, Looter and Raider for now)
Adjusted Weather pattern in all biomes!
Updated buildings to show 1 and 2 floor Points of Interest fixes!
Battle Interface was adjusted for 1024x768 resolution change fixes!
Tons of Translation updated for Portuguese build!
Coming Soon in this Update...NPC final designs in the the Week they will be slowly added in! Fixes depending on issue! More Balancing and adjustments depending on testing! Stay tuned...