TAOLU - 3dripoll
From July 18 to July 25 you can Play TAOLU for free during the Steam VR Fest.
The game is still in pre-release and being improved, but it's plenty of fun, using the legendary wooden dummy to train Kungfu like a real master.

Have fun, get high in the world rankings and leave your feedback to the developers, so they can polish the game experience for future releases.
Easy to learn, hard to master and a lot of fun. Play TAOLU now!

Every Day We Fight - jeanp
Modular Level Kit and Smart Asset Library in Unreal Engine (Part 2 of 2)

In Part 1 of our latest dev diary we described how we constructed the building blocks for making the environments of Every Day We Fight. We’ve been strong advocates of why great tools help make great games for a long time, and in that spirit the subject of this diary is: Creating layout tools for making big worlds fast.

Case Study: Making a room

By having many wall module variants we can configure any building we want. The key now is how to iterate fast. The challenge we’ve set for ourselves is: “why can’t greyboxing a level be as simple as playing the Sims?”



By using our tool to trace the footprint of the building, we can quickly populate our layout with wall modules. Each module derives from a parent in the root level kit (which shares the dimensions of a final asset, but is essentially a greybox version). The tool can now pick kit elements from the selected kit (each kit representing an architecture style) to quickly make a room with a door, windows, etc. The level designer can then quickly swap certain modules for another variant to get the desired lines of sight and pathing. This makes prototyping in greybox very efficient in addition to making the transition from greybox to level art much more seamless, since the positioning and dimensions of the pieces has already been set.



Setting the modules isn’t the only part of the process, we also have to set the floors. Once we have established the footprint or our room we need to use the patch tool to create a procedural mesh for the floor. We use earcut triangulation to allow for real-time manipulation of the mesh. Once we are done editing we can bake it down to a denser mesh to allow for better vertex painting. The mesh is then assigned to the room with the other modules.

Finally, we need a trim tool to make the seams between the wall modules and the floor less jarring.

Case Study: Making a building for a bird’s-eye view camera

Every Day We Fight has two primary camera angles, one from the bird’s-eye view and another over the shoulder. Creating buildings which satisfy the needs of both of these perspectives can prove challenging.

When the player is moving their units they use the bird’s-eye view camera which has a high elevation but does have an angle so we aren’t looking straight down. This gives us a great view of the battlefield, unless there is a wall between our camera and our target destination. To stop the player from having to rotate to see what is behind a wall in this view we can make the wall module transparent and have it ignore the click collision channel so we can select the floor behind it without obstruction.

The next step is making a building with multiple stories. From our bird’s-eye view camera angle, we will want to be able to select which floor is active in a building we are targeting. To do so we can detect when the cursor enters or approaches a room instance. Now by rolling the mouse wheel the player can set the desired elevation on this building, hiding floors above it to leave the targeted floor in plain view.

The benefits of building your worlds with a level kit go beyond the increased iteration time in making your content. You will also benefit from static mesh instancing, greatly reducing your required memory and increasing your rendering times.



Next Steps

At Signal Space Lab we pride ourselves on our ability to deliver best in industry audio, we have been very excited to experiment with Quartz in Unreal 4.27. We plan to add attenuation volumes to our rooms to experiment with how we can get the desired occlusion and reverb with a native Unreal Engine audio implementation.

Follow us so you don’t miss our next Dev Diary where we discuss how to break up the visual repetition caused from using a modular level kit using vertex painting and substance designer/painter.
Jul 19, 2022
The Backrooms Project - Alien!
Now you can set the volume of the audio in the Settings
Jul 19, 2022
Ruggnar - Sword N' Wands
[PC] Fix the resolution at startup when the game is set in fullscreen
[PC] Key remap for directions now works as expected

[ALL] Fix a rare error in roguelite mode
[ALL] Fix some typo in english
[ALL] Fix area of effect for the big windows in Bilibines Office
[ALL] Fix a dialog bubble
[ALL] Fix some typo in French
[ALL] Fix description of some items
[ALL] Fix a voice line played while finishing the last level in chapter 2
[ALL] Fix the price for the 6-pack candles
[ALL] Fix a trap (ball with spikes) in level 1-9 which was disabled in a specific situation but still killed the player

[ALL] Slippers reduce the effect of slime
[ALL] The slippers now reduce the foot steps volume instead of completely mute it
[ALL] Now the pause menu can be closed with the start button on the gamepad
[ALL] When displaying controls, the dpad is replaced by the left stick
[ALL] unlock the four silver tankards in a multi run
[ALL] Hide articles which can't be bought due to the lack of item not possessed
[ALL] Lowered the number of candles when starting a level
[ALL] Shorten the time for the popup to appear to remember to change the candle
[ALL] Better light glow
Cross of Auria - Hardytier
On September 29th, 2019, achievement support for CoA was disabled with the release of patch 3.0.0. I'm very happy to announce that as of 2:45 PM Eastern US time today, I was able to restore functionality to the plugin which controls achievements for Cross of Auria. I would like to first apologize for it taking so long, but also offer some words of caution. I can't say for certain that what I've done is a permanent fix. In the last few days, I spent roughly 20 hours working on this issue alone. In that time, you may have seen achievements pop up either with a temporary name or with hidden data.

Let's go over some quick notes about what this means moving forward:
- First and foremost, the loss of the achievement system was a huge blow to development morale in regards to creating side content. I don't know if I can truly express my creative excitement to see it working again.
- In the next update, some of the previously removed achievements will be restored.
- I'm still not an artist, so most achievement icons will be created using Yanfly's Icon Generator.
- Yuelslain's Village and other DLC will feature achievements as they are prepared and released.
- To collect missed achievements, a new save file will be required. (Due to some restructuring coming up, a new save file may be required anyway, but we'll cross that bridge when we come to it.)
... and probably most importantly
- I can't say for certain whether or not the system will remain functional permanently. Assuming it doesn't break again, I will be proceeding as though it's a permanent fixture of the game.

Keep in mind, just because an achievement becomes visible does not mean it will be obtainable in-game. Keep your eyes on future patch notes to see when the visible achievements will become obtainable. I will do my best to keep them hidden until they're ready for release, but the only way for me to test them is to put them in the public viewing space.



Some other info for other happenings in development:
* BattleEngineCore - (1) Escape Ratio: changed from (0.5 * $gameParty.agility() / $gameTroop.agility()) to (0.5 * $gameParty.luck() / $gameTroop.luck()). (2) Activated Action, Critical, Miss, Evasion & HP Text.
* TurnOrderDisplay - Enabled (tentatively)
* SkillLearnSystem - Disabled
* X_ArmorScaling - Disabled
* Terms: (1) M.Attack -> Magic. (2) M. Defense -> Spirit.
* Classes: (1) E. Warrior -> Paladin. (2) Barbarian -> Commando. (3) Priest -> Arcanist.
* Junky gear now has 1 Variance.

To sum up the above, I'm going to try to restore functionality to the TurnOrderDisplay plugin (which shows order of attacks during battle in the top right), and we're doing away with the skill learn system which is a compliment of the class change system. The new classes being added are going to sway toward stat and equipment changes only as opposed to full learnsets of new abilities. Also, the escape chance of Ruby's party will now be based on Luck instead of Agility.
- None of the above will be live until the next patch notes.


Hopefully I'll have another update for you by this weekend. I really just wanted to let you all know how excited I was about the prospect of achievements!

If you have any comments or questions or concerns or bug reports, https://www.facebook.com/CrossOfAuria/ is the best place to reach me.

//hardytier
Automation - The Car Company Tycoon Game - Killrob
This update is what happens when in the polishing and fixing phase of a big milestone always something new pops up keeping you from releasing all the current fixes... a MASSIVE amount of changelog entries marking loads of improvements and fixes.


The Maures ZRD by Riley | Z |.

Apart from this being a big step forward in terms of milestone polish, stability, and usability, there is not much to say. The changelog speaks for itself. Have a look below!

https://youtu.be/D_bnlNNzVMs
A recent Little Dev Update video mentions what is going on in development at the moment and announced a community event, with one day remaining for submissions (ending July 20th late US time). It is a community challenge event with big prizes. If you haven't already, you can try to speedrun that build to be part of it too! Here you find more information about the event.

LCV4.2.19 General Fixes & Improvements
  • Implemented more robust handling of mods, missing mods, and subscriptions
  • Made any missing fixtures print the fixture family names on import
  • Improved lua error posting
  • Tweaked a bunch of rear-engine bodies' seat count maximum
  • Game now creates Tracks folder in User Data when it is missing
  • Added way to determine if ray-tracing is supported before crashing cards that don't
  • Fixed game not considering owned plots of land in company valuation
  • Fixed lua errors caused by aborting AI generation of car
  • Fixed situation bypassing deletion logic when deleting multiple engines, breaking databases
  • Fixed engine generator AI always using 95 RON
  • Fixed AI car/engine generation not having any input regions, and defaulting to Gasmea
  • Fixed turbine geometry type selection being sticky in calculations
  • Fixed a crash going to the forecaster after deleting a trim
  • Fixed occasional game crash on fetching region data
  • Fixed VVL getting stuck as enabled when removed
  • Fixed the retry last directories button not working when trying to load mods when Steam breaks
  • Fixed engine manager not correctly openíng basic design room if selected as default level
LCV4.2.19 Art Fixes
  • Fixed shadows not being cast right on all settings
  • Fixed chassis issue with 40sRoasterLargeSoft_Top
  • Fixed 1946 Sedan being off in its own body family
  • Fixed turbo piping not getting cleaned up removing a turbo from an engine in a car
  • Fixed mid transverse intercoolers for inline engines
  • Fixed engine placement not updating correctly due to 'DoesEngineFit' check
  • Fixed exhausts not being connected when first opened
  • Fixed carbon chassis tunnel morphs only changing height not width
  • Fixed V6 engine throwing polygons
  • Fixed rear MacPherson struts materials and morphs
  • Fixed rear-engine turbos being flipped on one bank of V engines
  • Fixed turbo downpipes being the wrong size compared to the exhaust
  • Fixed rear firewalls of all Swinger_56 bodies on trims not explicitly mentioned as MR
  • Fixed reflection issues for third-from-last tailfin
  • Fixed another way factory terrain can still be visible after exiting the factory
  • Fixed the selected factory add-ons do not showing up in factory viewport
  • Fixed / added missing compact and low manifolds for MPFI and DI
LCV4.2.19 Campaign Fixes
  • It is now possible to select facelift / change prices for previous facelifts that still have stock
  • Added variant thumbnails as tooltip to hub calendar variant item's year field
  • Added indication in the factory building tab for how many cars you're likely going to be sell
  • Added total historic trim sales to trim's sales tooltip on hub
  • Improved factory tooling cost calculations
  • Improved factory tooling time and cost calculations
  • Stopped the camera from rotating while in the campaign hub
  • Paused factory staff are now separated from factory production in finances graphs
  • Fixed issues with forecaster profit forecast stability when changing shift counts or margin
  • Fixed factory loans not showing on the finances tabs when they don't have projects
  • Fixed Dalluha refusing to purchase a car with an engine using 91 RON
  • Fixed normalized desireability being all over the place on older cars
  • Fixed engine facelifts causing family tech pool to update to current values, causing unlock issues
  • Fixed pausing individual trims in campaign potentially causing errors on month tick
  • Fixed lack of familiarity gain from projects with total engineering time of 0
  • Fixed turning off retooling in a factory update giving you new add-ons for free
  • Fixed fuel selection on competitor generation to be based on fuel availability in their country
  • Fixed competitors being available to all markets at all times
  • Fixed huge desirability ratios in early campaign
  • Fixed car factories not properly charging for paused staff if all trims are paused
  • Fixed issues with car orders and stock manager when production is zero
  • Fixed engine architecture techpool not unlocking new engine configs earlier
  • Fixed sign-off screen showing production cost of trims instead of sales price or profit
  • Fixed project map not dropping off player on same subtab as currently on going between trims
  • Fixed forecaster desirability shown as very low when it should be very high
  • Fixed pausing preorders causing factories to reduce shifts
  • Fixed profit / production units not considering margin mode on forecaster trim items
LCV4.2.19 UI Changes
  • Added factory shift management button to factory name section in hub
  • Added prompt when manually overwriting save games in campaign
  • Added a button to reset the photo scene camera settings to defaults
  • Added optional reset button to each morph slider
  • Added engine fitment & variant slot or facelift state to list/grid/tag engine selection modes
  • Added clone/delete buttons and editable name fields to project map
  • Added the campaign difficulty multiplier to a tooltip on game score on campaign top bar
  • Added engine fitment display to engine selection in car designer
  • Added separate button for loading camera settings vs camera transform from photoscene presets
  • Enabled morph UI on any tab morphs are editable & added button to hide it
  • The markets panel is now the default tab on the car testing panel
  • Removed familiarity button on body selection panel, making reset morphs button visible
  • Created key binding for toggling gizmo visibility in photoscene
  • Updated animatic keybinds to dynamic keybinds
  • Fixed engine family not updating cost bar graphs correctly
  • Fixed engine paints getting stuck
  • Fixed body tags not initializing on new facelifts
  • Fixed body thumbnail camera offset not working
  • Fixed wheel paint appearing to reset when exiting wheel paint selection tab
  • Fixed body selection search showing duplicate names
  • Fixed a turbo tooltip not closing or loading correctly, getting in the way
  • Fixed engine fitment widget not updating on engine changes
  • Fixed engine designer project map button not functioning even when in a car project
  • Fixed engines and cars not showing thumbnails / data when selected in list mode in campaign
  • Fixed engine graphs not respecting visibility toggle when entering/exiting pause menu
  • Fixed car and engine managers not updating their name fields correctly when reopened
  • Fixed sandbox engine generation never closing dialog
  • Fixed engine capacity not sorting properly in list view
  • Fixed family block type not showing in list view
  • Fixed morphing being possible before a trim body is selected
  • Fixed editing an in-production car not calculating stats or demographics until a design change
  • Fixed stock manager in specific cases having UI offset issues
  • Fixed familiarity being shown incorrectly for valve count depending on head type
  • Fixed turbocharger warnings all saying the compressor surges
  • Fixed creating new engine facelift leaving engine selections empty
  • Fixed market difficulty and affordability data showing incorrectly
  • Fixed car thumbnail tooltip not working correctly in campaign hub
  • Fixed maximum width of the fixture gizmo
  • Fixed difficulty multiplier displaying as 0 on campaign finished screen
  • Fixed issues with photomode resolution controls
  • Fixed closing the advanced trim options not working by pressing ESC
  • Fixed placed fixture list and advanced gizmo controls overlapping each other in the designer
  • Fixed that you can't revert paint selection on gearboxes
LCV4.2.19 BeamNG Exporter Changes
  • Added brake offset sliders
  • Added customizable race differentials
  • Added customizable rev limiters
  • Added engine and exhaust offset sliders
  • Added gearbox whine to manual transmissions
  • Added gearbox whine volume modifier slider
  • Added heavy duty, performance and race engine block swaps
  • Added speed limiter delete
  • Engine stress limits now export
  • Fixed rear race final drive affecting front final drive instead
  • Implemented basic stall angle simulation for the experimental aero model
  • Implemented new carbon-ceramic brakes
  • Improved experimental aero model stability
  • Improved steering reliability on all suspension types
  • Race gearboxes no longer inherit gear ratios from standard ones
  • Reduced brightness of lights
  • Speed limiters now export

Good news on the side of the new engine calculations: they are almost fully implemented in our developer builds of the game. They will likely come with the next bigger patch!

Until then, we hope you're enjoying this more polished 4.2 build and try out campaign if you haven't already.

Cheers!
The Tarnishing of Juxtia - indiedjinn
Hi Everyone!

The Tarnishing of Juxtia hits Steam Tuesday, July 26. We can't wait for you to experience the haunting beauty and non-stop action of our 2D Souls-like.

If you would like to see more, check out our latest trailer.

We look forward to sharing it with you!
Cuphead - 3x0x8


Salutations folks!!

It has been a little over 2 weeks since the launch of our Cuphead expansion The Delicious Last Course, and we come bearing the tastiest treat of them all…bug fixes!! In seriousness, we want to thank our wonderful Steam Community for the insightful comments and Community threads chronicling your early experiences with DLC. In addition to being humbled by your kind words, we’ve been keeping our ears to the ground and our eyes in the sky (quite the painful separation) to monitor reports of bugs and technical issues.

The result is a delectable patch, fresh out of the oven for PC and Mac, which contains the fixes outlined below:

  • Revised DLC completion % calculations to better reflect completed progress in the DLC.
  • Fixed bug which caused DLC’s final boss to get locked into certain animations, preventing proper phase progression.
  • Fixed bug which caused the Esther Winchester boss to get locked into certain animations, preventing proper phase progression.
  • Fixed rare bug which caused the Sally Stageplay boss to get locked into certain animations, preventing proper phase progression.
  • Fixed bug preventing boss title cards from rendering when using EU Spanish language.
  • Adjusted “Hearty” achievement to unlock more consistently.
  • Fixed rare bug preventing NPC from giving players coins.
  • Removed unintended Soul Contract from displaying after defeating the King Dice boss.
  • Adjusted scoring conditions for “HP” score on result screen to allow for more consistent and clear scoring. Player HP score is now solely calculated based on remaining HP upon completing a fight.
  • Fixed rare bug which resulted in players losing controller functionality while in Porkrind’s Shop.
  • Fixed bug causing Super Art II for Ms. Chalice and Cuphead/Mugman to function improperly after the DLC’s final boss phase 1-2 transition.
  • Fixed other erroneous player states after DLC final boss phase 1-2 transition.
  • Fixed bug causing Ms. Chalice to remain active in levels despite removing the Astral Cookie charm in post-death equip menu.
  • Fixed bug allowing player to equip and use other charms while still playing as Ms. Chalice.
  • Fixed bug causing Ms. Chalice’s jumping parry collision to not function when near ground collision surfaces in some instances.
  • Fixed minor animation issue with Ms. Chalice during the phase 1-2 transition of The Devil boss.
  • Fixed bug in King of Games Queen boss fight allowing cannonball to spawn after player dies.
  • Fixed bug preventing Glumstone’s phase 1 ground spike gnomes from activating for Player 2.
  • Fixed bug preventing parrying pink moonshine barrel enemies in the Moonshine Mob boss from counting towards “Parry” category for scoring.
  • Fixed bug allowing players to push Wally Warbles boss completely off screen during Phase 3.
  • Fixed rare bug preventing proper progression through DLC’s introductory cutscene.
  • Fixed rare issues with character collision on Inkwell Isle IV map.
  • Fixed rare issues with character collision on returning to map from certain boss fights.
  • Fixed rare bug preventing HP from properly carrying over between King Dice encounters.
  • Fixed bug causing objects parried after defeating a boss to sometimes contribute to the “Parry” category for scoring.
  • Fixed rare bug causing visual errors on post-death equip menu.
  • Fixed visual layout of control mapping screen for non-16:9 aspect ratios.
  • Fixed various typos and misspellings in DLC game credits.
  • Various audio & SFX tweaks, fixes, and additions.
  • Various minor animation fixes and tweaks.
As well, we were recently flabbergasted and flummoxed to announce that in just under two weeks after launch, The Delicious Last Course went on to go platinum, selling a million units. We can’t thank you enough for your support, and hope you have a swell day (and a swell battle)!
Jul 19, 2022
Rain World - [AG] riv otter
Hello, Slugcats!

Welcome to the first (of two!) devlogs coming out this week for the new local co-op campaign mode coming to Rain World: Downpour! Longtime players of Rain World might notice that many of these features stem from the Jolly Co-op mod from Garrakx, whom we enlisted to help us craft the Downpour experience for you. Later this same week, there’s gonna be a third devlog coming out and let’s just say I’m excited for it! Though, I’m not gonna spoil any of the secrets for that one.

In Downpour, you’ll be able to play with your friends to travel through the dangerous environments while avoiding the deadly creatures that inhabit every different region. You no longer have to try to survive alone in the treacherous world of Rain World.



The local co-op campaign can be played with up to four players with any of the slugcats including the five new slugcats coming in Downpour! The slugcats keep their abilities from their own campaign so you can swing over your friends with Saint, share the explosives you make with Artificer, create spears with Spearmaster, quickly scout out hazards with Rivulet, and craft different items with Gourmand. Finding clever ways to combine the abilities of the different slugcats is half the fun, so experimenting is half the fun! We learned the hard way during capturing footage that the Gourmand is so massive, they can actually kill their slugcat companions with their weight. (We plan to put them on a slight diet so that they won’t be hurting their friends at launch.)

You can select any of the base game campaigns of Monk, Survivor, or Hunter to send your slugcat crew into! You can start with the higher creature reputation of Monk’s campaign, play the first campaign as Survivor, or play with the harder and more vast creature spawns of Hunter.

Wordless communication will be another feature added so slugcats can point at dangers, food, shelter, or even each other.



If one of the slugcats is having some problems getting past an obstacle, then another slugcat can pick them up and give them a piggyback ride! They can even carry Gourmand with little effort! By both slugcats laying down in front of each other, one of the slugcats can grab the other and give them a piggyback ride! The slugcat giving the piggyback ride can still use their abilities to get around the world. Artificer can still explosive jump while giving a piggyback ride or Saint can swing with their tongue while carrying a companion.

I’m excited to reveal more in the next dev log where I’ll talk more about the customization of the campaigns you can play with your friends!

Farmer Toon - thetechinox
Update V36:
  • Added a new button when approaching a plant, building or animal in production.
  • This button allows you to pay 1 star to gain 1 hour of time on the desired item.
  • Fixed the fertilizer icon in the calendar
  • Big improvement of all fertilizers:
  • small fertiliser 2 hours
  • medium fertiliser 6 hours
  • Large fertiliser 12 hours
  • Super fertiliser 48 hours
  • - the 7th day of the calendar now gives 10 stars
...