The latest March fixes update is now out, including both bug fixes and new feature additions thanks to community contributions from Preben, Teabone, and Cybernescence.ย A massive thanks from everyone here at TheGameCreators.ย If you spot any new issues please let us know on our issues board.
When using Third Person Perspective, characters no longer slide about when moving
Fixed Medieval Weapons that previously stopped working from the last update
Fixed issues related to outdoor structures and the AI system
Gun Projectiles once again allow overriding of the spotlighting for the additional lighting effect
Character Creator now correctly assigns male and female based on the head chosen
Some weapons under specific conditions would not fire, now fixed so all weapons fire when have ammo
Several issues related to exporting and running standalone games resolved
We also have some notable feature additions from the community including:
The red health warning effect is now set to 50% of health instead of 99 points of health, no longer ignoring maximum health and allowing a better gaming experience
Multiple Win Zones allow win zones to be re-named to custom additional win zones, which are then specified by trigger zones for additional objectives for the player
You can now play video animations on entities such as fixed on a wall TV, and you can also change the texture on characters via script too!
As always, we encourage you to check out the GitHub repository that holds the source code to GameGuru Classic and if you have some C++ skills, and feel inclined, make some additions and let us know.ย We are always looking for new features to release and the community will be very happy with you!
For regular news and insights behind the scenes check out our broadcasts on our YouTube channel (which now includes a dedicated section on GameGuru Classic) which goes out on YouTube every Wednesday at 7 PM GMT.
CAN VIDEO GAMES INSPIRE THE NEXT GENERATION OF FEMALE STEM GRADUATES?
๐ฉโ๐ฌ๐ฎ Join Dr. Jackie Bell, a great scientist and aspiring astronaut, as she explores how video games influence the choice to pursuit the STEM careers: {LINK REMOVED}https://bit.ly/scarsabove_women_in_stem
Goblins! It's time to clash in the arena once again for Goblin Gladiators playtest on March 11th at 18:30 GMT. Sharpen yer bladez and bring yer clan to join da fight! Who will come out on top?
JOIN Cortenyde, Soul_Strike & ItsDeemac from 18:30 GMT on Saturday 11/03
The recent update to the game has introduced several new features and improvements, including a map generator system. This new system allows players to generate randomized maps, adding an element of unpredictability and excitement to gameplay. Players can now explore uncharted territories and face new challenges with each game they play. The addition of sounds for building constructions, the ability to swap unit positions, and the prompt to play another map after victory or defeat, all contribute to a more immersive and enjoyable gaming experience. The update also includes bug fixes, such as the issue with left shift skipping turns and the problem with newly spawned units not appearing on top of the planet. Overall, the update brings a variety of improvements and new features that enhance the gameplay and make it even more engaging.
Added an option to generate random maps.
Fixed the lack of a tooltip for the "enter carrier" function.
Added sounds for building constructions.
Added an option to swap unit positions.
Added a button to view the map.
Fixed left shift skipping turns.
Players will now receive a refund for canceling ships in the queue list that have not yet been built.
Updated some sprites.
After victory or defeat, players are prompted with an option to play another map.
Players can now return to the maps selection screen while the game is paused.
Fixed the grayscale option that was not working.
Fixed the issue where carriers of the same team were unable to repair units of the same team.
Fixed the issue where newly spawned units would not appear on top of the planet but rather in the back.
"Haha, you call that gold?" "Put your hand on the table, Jim!" *plop!* "Ouch!" "If it's heavy, it's gold."
Gold - this strangely shiny transition metal, number 79 on the periodic table - framed by the disdainful mercury and its little brother platinum - has always held a special fascination for human minds and greed.
Today in Wild West Wednesday we focus on a man who struck a fabulous vein of gold in 1877, but only enjoyed it for less than a year. This was partly because the gold was on a train and partly because the man now took a liking for raiding.
Sam Bass originated from Indiana and got around as a young man. He worked in a sawmill, as a carriage driver, briefly as an assistant for a sheriff, as a cowboy, was involved in horse racing and then as a cowhand. The money he earned was spent on women and gambling by Sam and his partner Joel Collins, so new money was needed.
They hired four men and started robbing stagecoaches with limited success until the day a Union Pacific railway and Sam Bass crossed paths. The six robbed the train and captured a staggering 60,000 US dollars (a lot of money by the standards of the time) in freshly minted gold. But because gold also exerts a fascination on its original owners, all levers were set in motion to recover the gold.
Two members of the gang were caught shortly after the robbery, Sam Bass escaped and started a new posse in Texas to continue his series of moderately successful robberies. However, losing streaks wore on his force as Pinkerton detectives, Texas Rangers and sheriffs would not let go. During a raid on a bank in the summer of 1878, Sam Bass was lured into a trap and he died in the firefight where he shot another man for the first and only time.
The train robbery is still the largest train robbery in the US in terms of booty.
While we are not scheduling train or stagecoach robberies, we are planning a series of updates at regular intervals to improve the game piece by piece. Thank you for staying with us!
Get ready for the following WEEKEND EVENTS from Friday to Sunday: Epic Good Luck Extravaganza, Epic Shopping Spree Extravaganza, Forge Frenzy Festival & Tidy Toilet Time.
Great news, gamers! I'm excited to announce that Hero's Quest is fully compatible with the Steam Deck.
Not only does the game run smoothly on the device, but it also has low power consumption, ensuring that you can enjoy hours of gameplay without worrying about draining the battery.
Hero's Quest also has full gamepad support, so you can easily control your character and play the game using the built-in controllers on the Steam Deck. Plus, thanks to the device's suspend/resume feature, you can pause your game and pick it up right where you left off, without any issues.
The game is designed to look great on a variety of different screen sizes, and that includes the 7-inch display on the Steam Deck. The game's menus and controls are easy to navigate, and all of the in-game graphics and text are perfectly scaled to fit the device's screen. Whether you're exploring new worlds or battling monsters, you can expect a seamless and immersive gaming experience that takes full advantage of the Steam Deck's display.
Grab your Steam Deck and get on your next Hero's Quest adventure!
Our latest update certainly packed a doozy of a changelog, but there's one aspect I felt needed its own space to breathe. Of course I'm talking about everyone's favorite mechanic to have feelings about - shattering.
What is shattering?
First off, you now take damage when getting hit. This appears in the game as cracks in the player. The cracks heal over time, and getting a heart instantly heals fully. If you get hit too often in too short a time, you will shatter. When you shatter, the song ends and you're kicked out. From there, you can either play again or go back to the menu.
How can I improve in a level if I keep shattering before seeing it all?
Luckily for you, we've added a handy heatmap of your gameplay, including marks to indicate every time you got hit. Simply hover over the heatmap and click to jump into practice mode from that point. You even get to hear an audio preview of the song to know roughly where it is. (This heatmap has also been added to the results screen in the bottom left, so you can still see your damage and jump in to practice even if you finish a level)
Why add it to the game?
This is something I've wanted not only in this game, but in Soundodger+ and even Overpass. Rhythm games, music games, and generally every video game has a fail state built in to give you an out if you're not ready yet. The first Soundodger used to have a fast-forward as a punishment for getting hit, which was odd, yes, but served this purpose. Once I added smooth listening mode and almost every player used it, that punishment was gone. Any player, regardless of their skill level, would always make it to the end. Sometimes a good score, sometimes bad. It's generally not good game design to rely on players to self-motivate themselves.
This also creates a new milestone for players to work towards - simply finishing a level. Before, you'd always make it through, get your grade, and move on. Now, a player can feel the pressure of having to perform well, celebrate making it through alive, then worry about their score another time. It's also a lovely indicator that you just might not be ready for this level right now. And that's okay! I'd much rather be kicked out of a super difficult level early rather than get an F and feel empty inside. (There are mods to allow you to play through an entire level, see below)
Why add it now?
Hey, this is still Early Access! Anything can happen at any time. And for your information, an early version of shattering has been in the game files since day 1, albeit disabled. It was a lives system. It was not good. Anyway, I really felt this needed to be added to the game before 1.0 and make it a better product because of it.
What if I don't like it?
Well, the good news is, once you get better at dodging stuff, this won't really be an issue. You can always practice as much as you want. We added a few collision mods to help as well. Zen mod of course lets you play without any score penalty when hit. There's also shatterproof mod, which still takes score away, but you'll never shatter. This is essentially how the game used to be. This is ideal for nearly impossible levels no one will ever beat, so you can brag about your score and share your results screen. Keep in mind this is a mod, so your score isn't saved. Lastly, there's fragile mod, which is just a 1-hit shatter for the masochists out there.
So that's that! We hope you enjoy the new shatter system and learn to love it as much as we do.
It's been a couple of months, so here's a couple of months of updates! Lots of small QOL fixes can be found below, such as holding shift on the Pause screen for additional options, but there are some major additions to the game you probably wouldn't have guessed would ever be added. That's right, you can now shatter to pieces right in the middle of a game. But don't worry, there are plenty of ways to practice, get better, and show those mean bullets you came to dance.
In fact, I had more to say about shattering than could fit here, so please read through this Shatter FAQ if you have any questions. I hope you enjoy it!
I also might have mentioned some "bangers" arriving a month ago, which you've surely noticed are absent from the game. Rest assured they will arrive in a later update. They need a little more time in the creator oven. Thanks for being patient!