[Unsupported] GameMaker Studio 2 Desktop - rmanthorp

Last year, we asked you to create a ‘No Internet’ game for the Opera GX browser. This year, we’re going one step further.

It’s time to save millions of mobile gamers from the terror of losing WiFi or running out of data.

The Opera GX Mobile Game Jam begins on October 4th, 2022. You’ll have two weeks to develop your mobile game, with the five finalists receiving huge cash prizes. The Jam’s theme will also be revealed on October 4th, 2022.

Will it be your game featured on the no internet page of Opera GX Mobile? Sign up today, grab GameMaker and join the Mobile Game Jam for a chance to a share of $36,000 USD in cash prizes!

https://opr.as/MobileGameJam
Karos - m.skalozubova
Maintenance completed, servers are back online ⚒

Enjoy your game, heroes!
Showgunners - supergiel
Welcome back to Homicidal All-Stars!


I’m Joe Stern, and I can’t wait to call the play-by-play for this explosive new season of everyone’s favorite reality survival competition! I’ve had a sneak peek at what’s in store for these contestants, and let me tell you, they’re gonna be in for the fight of their lives! Deadly traps, vicious defenders, and stunning twists that will have you on the edge of your seat! Will any of these gritty challengers survive long enough for us to see a grand finale against the ultimate opponent? We’ll all find out together, on this season of Homicidal All-Stars, sponsored by the Omega Corporation!

From now you will hear me in the developer stream every week to share more about the creation of Homicidal All-Stars. Join us every week on Thursday 8pm CEST/11am PT on Steam and Twitch!



Sep 20, 2022
Rocket Rumble - rsvp asap
Hey Rocket Rumblers!

As we continue on our path to full release, we're keen to share what we've been working on! It's been a busy few months and we've accomplished a lot!

A New Look!
Rocket Rumble now has a brand new look on Steam! Check out our new cover art:



We also got a brand new icon! So be sure to look for image in your Steam library!



New Content Creators

We have over 40 content creators in our Ambassador Program. You can see *most* of them on our website! There's still some more to be added to this page, coming soon! Be sure to keep them on your radar for our launch because they'll have goodies to give away!



Gamescom

We recently had the opportunity to go to Cologne Germany for Gamescom 2022! Although we were delayed by a whole 24 hours and they lost our luggage with all of our tradeshow goodies, we had an amazing time! We got to meet a ton of amazing people including some very talented developers and we were so fortunate so many folks wanted to stop by our booth and check out Rocket Rumble! We had a blast watching everyone play!





The top score of the weekend was 177! Think you can beat it? Let us know on Twitter or Instagram!

You can read about our full Gamescom experience with all of the ups and downs on our website!

New Levels

Gamescom attendees were among the first to get to check out our Indie Circuit track! This level is one of our shortest, but it's action-packed! We took inspiration from classic car racing circuits so this level has obstacles in the form of pylons, tires, and other items you might find on a racetrack! It also has changing weather, from sun to snow to rain, and features graffiti and signs from some of our favorite studios and content creators!



Tokyo Game Show
We were also excited to be able to attend this year's Tokyo Game Show! Our team had a ton of fun bringing Rocket Rumble to Japan and seeing all the other amazing games at the convention!



We did find a few little bugs while we were at these conventions, so once those are sorted we'll be able to share the track with all of you! So keep a look out for this track coming in the future!

We're also working on changes to the score screen and the menus, so stay tuned for more updates, coming soon!


See you at the start line,


-Rocket Rumble Team









Sep 20, 2022
눈 떠보니 임진왜란이었다 - Back To the Joseon - [Kor] caprices
- After ending, you can continue at last episode.
- Bug fix
Death Trash - talecrafter
Welcome to a new Death Trash update!

Quality improvements, bug fixes and an updated roadmap. And we continue to work on new content behind the scenes.

Update Notes

General Improvements

- leaving dialogue anytime inbetween needs a double press now instead of single press (to prevent accidental leaving); added a user setting to enable previous simple click handling
- updated InControl Controller Manager to not switch to devices with minimal movement on sticks (should fix devices with constant minor noise on sticks, e.g. joysticks, causing issues)
- co-op: share crafting knowledge
- reorganized settings menu
- reorganized some knowledge entries
- modding: enabled simple stats modding
- uncovering map: use look position instead of player position and therefore make free look mode uncover map, too

Content Fixes

- fixed Aksa using wrong dialogue when having quest item already when first meeting her
- The Tower: reworked some events and behaviors, fixing potential issues
- The Tower: fixed issue with logical puzzle
- The Tower: fixed a potential crash on using the terminal on last floor
- Mine 19: slight improvements to blind man quest scenario
- fixed a few potential crashes in tutorial area due to event handling
- small level design fixes in a few areas

General Bug Fixes And Changes

- fixed a crash from explosions near doors
- fixed dialogue actions opening wrong inventory tab
- fixed a few input situations that hindered scrolling through weapon lists
- fixed some weapon selection shortcuts overriding visuals of current player attack
- fixed some issues with the 'loot all' command on containers
- make player character look towards cursor when holding melee override key pressed
- fixed player character death potentially yielding experience points (and be shown as scene text)
- fixed NPC health getting reset even on game over
- fixed exporting game data for modding exporting modified values
- fixed portrait sprite in character creation wandering off on some input combination
- fixed a few UI issues in settings menu
- co-op: fixed no tooltips being shown when on character creation screen
- co-op: fixed second player not getting armor item in tutorial hub
- minor text fixes
- updated Early Access disclaimer text
- updated some debug console commands
- additional internal framework improvements

Bonus: Experimental modding tools

With this version we've enabled simple stats modding. As in: changing values on enemies or items, for example.
We don't encourage using it for public mods yet as it's still early and might undergo changes. At this point we would also like to avoid getting feedback on the base game from players that have altered their game experience with mods.
At this early stage however it might be useful already to get some feedback: Is it working like intended? Is the documentation helpful? If you're an experienced modder: Regarding the setup and file structure, does this make sense? Or should we rather push in a different direction?
More infos over here: https://steamcommunity.com/app/941460/discussions/0/3378284761888538301/


Thoughts

After this update we'll change from our monthly update schedule to a new update rhythm: Frequent minor improvement updates followed by a bigger content update, but no fixed dates.

The idea of the monthly updates had been to push content creation forward and to better communicate the progress on the game. Turned out though that a two-person team facing this complex game meant that there was still a lot of quality work and bug fixing needed, to the detriment of content creation, which made some monthly updates probably feel lighter than they should. (Especially when unforeseen away-from-keyboard time came on top like this month: https://twitter.com/talecrafter/status/1571777085248520193 )
And regarding communication: impersonal month names weren't a much better tool than numbers.

So, here's the new rhythm: We'll mostly continue with development as is. (We might increase the team size.) We'll update the game more often again on the public branch. And eventually we'll follow with a bigger, named update that's really about new content.

I hope this makes sense.




Roadmap

This is our work in progress roadmap. No fixed dates.

0.8.8 - The Perished City
- new locations and quests

0.8.9 - Northern Wasteland
- new locations and quests

0.8.10 - The Machine
- new locations and quests

0.8.11 - The Watcher
- final locations and quests

0.??? - Inbetween those updates
- updated skills and stats usage
- improving combat
- adding more NPCs and quests to existing locations
- improving existing dialogue
- updated active abilities
- adding Steam Input

0.9 - Last Quality Check
- bug fixing and polishing

1.0 - Official Release

1.1 etc. - Post-release support
- bug-fixes and other improvements

Optional goals, not sure when, or even if:

??? - Modding: Level Editor

??? - Improved gameplay for mind items


Feedback

As always, we appreciate any feedback on the ongoing changes we make to the game. Best way to give feedback is through the F1 in-game tool as it adds a bit of game context to every feedback item sent.
There's a convenient shortcut if you just want to take a quick look at different things without affecting any existing savegames: Open the in-game console with Shift+F10 and enter Playtest to get a list of jump points to the existing content.

We have a beta branch where we update the game a few times before we push that update to the main branch. More infos over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/

Thank you for your continued interest in Death Trash.

Have a nice week!

- Stephan
Turbo Kid Playtest - rlavoie
- Minor bug fixes
16bit vs Reality - Weird Stuff Studio
We've recently discovered that several issues prevented players form getting some of the achievements in the game, including two of the most challenging ones. We sincerely apologize to anyone, who have encountered this problem! Those issues are now fixed and affected achievements should function as intended.

Bugfixes:
  • Fixed the issue that was preventing players from properly getting the "That's it!?" achievement after completely finishing the game on "Hard" difficulty.
  • Resolved the issue that prevented players from getting the "Not Turbo enough!" achievement after completing stage 2-1 on "Hard" difficulty without getting any damage.
  • Fixed the bug that prevented players from getting the "Strike!" achievement.
  • Fixed the bug that under certain conditions caused synchronized obstacles like lasers, moving spiked platforms etc. to break their cycles, thus making them much more difficult or impossible to pass unharmed.
Sep 20, 2022
Drifter's Tales - TheFirstSpine
We have heard your feedback and we are bringing you this update which contains many quality of life improvements.

We have also added cards and mods that you can obtain randomly during your exploration to vary your game strategies. Finally, always with the aim of highlighting card mechanics, you can exclude cards from your deck when selecting a story.

New features:

  • You can now exclude cards on the story selection screen to help you build your deck
  • Six new playing cards: Replacement, Souls of a Sacrificed Hunter, Gargoyle, Banner of Shadows, Jester, Fire
  • Two new modifiers: Aura, Burden Earth
  • Chests are now available when exploring. These chests will randomly drop a card or modifier.

Improvements:

  • Choosing between mouse and keyboard control is now mandatory
  • You can now leave a game on the story selection screen
  • During exploration, possible movements are highlighted with feedback with mouse control
  • Additional feedbacks are present during fights with mouse control
  • Cards already visited are no longer animated even if the texts have been updated

Problems fixed:

  • Some sentences in French have been correctly translated into English
  • Some translations were not available and have been added
  • Sometimes the discard selection indicator was not displayed even though it was selectable
  • Each time the collection was displayed the cards were multiplied
  • Changed stats when viewing card information could has negative values
  • Improved click areas on end of story buttons
Police Simulator: Patrol Officers - wladi | astragon


Fellow officers,

We've fixed bugs! We've improved driving! We've added new QOL features! We've improved performance! Oh, and more! Why am I shouting!

Welcome to Update 7.1.0, now available to all players of Police Simulator: Patrol Officers!

Introducing: Update 7.1.0

After a few weeks of beta testing, we've polished the latest update and are now happy to share the latest version with you. Today's update 7.1.0 is everything that was included in the beta update 7.0.0... and more!

Let's dive right into everything that is inside! 👏



Car control improvements!

We are very much aware that driving a patrol car has not been the most pleasant experience in the past. It felt like you're trying to dance on ice. That's why we're tackling this very issue and issue a bunch of improvements to make it a lot more enjoyable.

We've rebalanced all patrol cars to make their controls more natural so please give us your feedback on that. In addition, we've added new settings related to vehicle steering sensitivity and controller dead zone adjustments. Last but not least: You can now switch seats from inside the car!

Manage the accidents you caused

Some of you are truly ruthless! Causing accidents left and right, bringing other NPCs in difficult situations, making them lose everything they own... but hey, it can be fun as well at times.

Now, you can manage these very accidents! Document the accident, talk to the NPC, and ensure everyone gets all the information necessary.

Side note: The speed limit of the street will now be displayed on the screen! Not just good for your own driving behavior but also for radar gun usage...

A little bit of balancing

If I say the following three things, will you finally be happy?!

Accidents will now happen less.
You will get fewer NPCs asking for directions.
Crimes are now happening farther away so that wallet thefts and so on won't happen right in front of your eyes.

Yes. Admit it. This feels good.



Performance Improvements

We've optimized the game in several areas to further improve performance by reducing memory usage, deleting unused assets and adjusting the number of parked NPVs (which, as a side effect, should bring other improvements with it).

Hungarian Language

This is only possible thanks to John Bart who spent his last few months working on the mod, translating the ENTIRE game to Hungarian. We can not even slightly imagine how much work that must have been so please thank him for his tremendous effort!

If you want to switch to Hungarian, you only have to head over to the Steam Workshop and subscribe to the mod! We'll make sure, together with him, that this localization option will get updated over time as well!

Thank you John Bart for all your efforts, it has been awesome working alongside you <3



What our next steps look like

This update has probably been the very last one before we leave Early Access on November 10th. However, we are already working on the next one which will have the version number 7.2.0 and release on that exact date - becoming our day-one-patch, so to say.

With the next update, we'll once again focus on the three pillars which already shaped today's update: Bug fixes, QOL features, and performance improvements.

Just to give you an outlook on what will await you on November 10th:

  • You will get an option to become unavailable to the dispatchers.
  • You can use your patrol car as a road blocker.
  • Arrest transport can now pick up more people.
  • Much-needed improvements to emergency vehicle behavior.
  • You will be able to place cones between lanes or intermediate behavior.
  • ... and more.



Here are the official patch notes for Update 7.1.0

New Features
  • You are now able to manage player-caused accidents
  • Hungarian language is now supported as a mod pack (more details above!)
Car Control
  • Added vehicle steering sensitivity and controller dead zone adjustments to settings under controls
  • You can now switch seats from inside the car
  • Rebalanced all the police cars to make the driving more enjoyable
Gameplay
  • Speed limit of the street is now being displayed on the screen
  • Improved Radar gun behavior when standing in a park
  • Updated the start date of the game when creating a new save
  • Cones and barriers now have light strips to make them more visible during night shifts
  • Improved the “move/wait” traffic gesture to handle stuck cars
Balancing
  • Increased the minimum distance from the player where the NPC can commit crimes. Stuff like wallet thefts should now not happen right in front of your eyes.
  • Increased the cooldown for asking for direction feature: NPCs should not spam you with directions requests anymore
  • Decreased the accident callouts frequency
  • Rebalanced the fallback trigger for Ambulance and Arrest transport officers
Performance Improvements
  • Reduced the memory used by some game textures
  • Deleted a lot of unwanted assets to improve memory handling
  • Deleted more non-used animations with no references
  • Adjusted the number of parked NPV count for all the different graphic settings
Animations
  • Improved NPC walking animation by enabling IK
  • General animation improvements for interactions, handcuffing, escorting NPC
  • All the police vehicles have separate NPC getting in and out animations
Tutorials
  • Updated handbook entries for speed limits, traffic stops, and high crime areas to give more information to the players
  • Added more intuition feedback to assist players while placing traffic cones & barriers
Miscellaneous
  • All the neighborhoods now have their own image when getting unlocked

Bug Fixes
GAMEPLAY
  • Fixed an issue where the player was penalized for driving fast even though a police vehicle was under the speed limit
  • Fixed issues with some traffic stops where the traffic never went through
  • Fixed an issue where the yellow border of the assigned area was shown incorrectly
  • Fixed during beta: Fixed a bug that caused the Conway Police Station to not reload your tools
  • Fixed during beta: Fixed an issue that made it impossible to call a tow truck
MULTIPLAYER
  • Fixed an issue where the client can no longer interact with the accident NPC if the host is too far away from client
  • Fixed an issue where client can not re-enter the co-driver seat after exiting the vehicle
  • Fixed an issue where sometimes client was stuck in "searching for sessions" window while looking for public sessions
  • Fixed an issue in multiplayer where the partner officer's legs were spinning
  • Fixed an issue where the multiplayer tutorial was displayed even when tutorials were turned off
NPCs
  • Fixed an issue where sometimes accident NPC was clipping into traffic from the opposite lane
  • Fixed an issue where sometimes NPC were sliding and not walking
  • Fixed an issue where sometimes NPC were not interactable in crime scene location
  • Fixed an issue where towing the NPCs car during accident callout was always justified
PATROL CAR & TRAFFIC CARS
  • Fixed an issue that caused the patrol car to keep accelerating on its own after closing the pause menu
  • Fixed an issue where sometimes NPV do not switch lanes and are stuck near traffic stops
  • Fixed during beta: Fixed a bug with the Crown Vic patrol car that always caused the opposite door to open instead of the one you selected
  • Fixed during beta: Fixed an issue that caused traffic cars to despawn after interacting with them
WORLD & GRAPHICS
  • Fixed some collision issues with buildings
  • Fixed a graphical issue when entering Historic Downtown precinct
  • Fixed many minor art issues
  • Fixed an invisible collision in North Point precinct
  • Fixed an issue where the barrier was clipping into officer while picking it up
  • Fixed an issue where the license plate of the NPV was incorrectly displayed when searching the trunk
  • Fixed camera rotates upside down when entering patrol car
  • Fixed during beta: Fixed a fence without collision in Wilcox Park
  • Fixed during beta: Fixed an issue that caused escorted NPCs to t-pose inside a patrol car
UI
  • Fixed an issue where the subtitles were stuck on the screen
  • Fixed many Loca issues in different languages with overlapping text
  • Shift selection as a category was shown twice in settings which is now merged
CONTROLS
  • Fixed an issue where a player was trying to pick a cone with a cone already aimed loses several action inputs
  • Fixed an issue where using hand gestures was also triggering focus mode
  • Fixed an issue where players can't interact with damaged accident NPV after letting its driver go
MISCELLANEOUS
  • Fixed an issue where a placeholder image was displayed when ending the shift by losing all the CP
  • Fixed during beta: Fixed a bug that caused the dispatcher voice line to be triggered twice instead of just once
CRASHES
  • Fixed an issue where sometimes the game entered hang state in loading screen
  • Fixed a crash that sometimes occurred when changing any setting
  • Fixed a crash that sometimes occurred due to Controller Deadzone
  • Fixed a crash where sometimes loading into certain precincts crashed the game
  • Fixed a crash that sometimes occurred while searching for wanted suspects
  • Fixed a crash that sometimes occurred when letting NPC go
  • Fixed a crash when returning to main menu
  • Fixed Crash After Speaking with Handcuffed Suspect
  • Added potential fix for crash in traffic system
  • Fixed a ton of other user-reported crashes
  • Fixed during beta: Fixed a crash that occurred when ordering a u-turn
  • Fixed during beta: Fixed a crash related to pull-overs
  • Fixed during beta: Fixed some additional community-reported crashes

https://store.steampowered.com/app/997010
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