Mar 8, 2023
Mount & Blade: Warband - Dejan


Viking Conquest 2.063 is live! Server admins and modders can access the latest files on our website here.

PATCH NOTES (2.063)
  • Restore some story NPC heights
  • Another attempt to init tourney practice right
  • Keep those killed in the holmgang dead
  • Make adventurers default faction for lords of defeated factions released from prison to avoid backdoor to zombie kingdoms
  • Include non-companion lords in appropriate adventurer behavior
  • Have script_change_troop_faction handle non-kingdom faction properly
  • Use a defection process to place adventurer lords of defeated factions in new factions
  • Distinguish unconfirmed defectors to player and limit their spawn in the player's court
  • Defecting lords yield intel on their old faction when accepted by the player
  • Defecting lords do not defect immediately when rejected by player at the player's court
  • Add a tracker for the last faction to properly distinguish that from the original faction
  • For initiating defections, use the same function that counts disgruntled lords
  • Make liege relation more of a consideration for defection
  • Prohibit defections to factions from which lord will immediately defect
  • Lords that have nowhere to defect are removed from the game
  • Use script_indict_lord_for_treason for quest incriminate loyal commander
  • Redo caravan design to raise the cap to a level appropriate for when only two factions left
  • Prevent escaped defeated faction lords from forming parties until recruited into a new kingdom
  • Balance relation impacts of enfoefment
  • Corrections in Spanish and German localization files
Mar 8, 2023
GameGuru Classic - Lee Bamber [DEV]
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.
Scars Above - mbxrs_plaion


MIND THE GENDER GAP:
CAN VIDEO GAMES INSPIRE THE NEXT GENERATION
OF FEMALE STEM GRADUATES?

๐Ÿ‘ฉโ€๐Ÿ”ฌ๐ŸŽฎ 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}

Happy International Women's Day ๐ŸŒท๐Ÿ”ฌ

Follow Scars Above:
Be sure to check our other social media channels:
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Goblin Gladiators - LlamaDaisy
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

๐Ÿ‘‰ Cortenyde: twitch.tv/Cortenyde
๐Ÿ‘‰ Soul_Strike: twitch.tv/Soul_Strike
๐Ÿ‘‰ itsdeemac: twitch.tv/itsdeemac

Mar 8, 2023
Interstellar Conquest - GGG
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.

Stay tuned for more!



Wild West Dynasty - SwordsOfTheSouth


"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!
Mar 8, 2023
Shakes and Fidget - Leander Playa Games
Hello heroes!

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.

Hero's Quest - Murilobast
Steam Deck Compatibility
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!
Soundodger 2 - OneMrBean
Howdy Dodgerinos!

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.

Happy Dodging,
โ™ฅBean
Soundodger 2 - OneMrBean
Hello.

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!

โ™ฅBean

changelog 0.5.10
Gameplay
  • Added shatter / health system (shatter FAQ here)
  • Added heatmap to Shattered and Results screens (hover to preview audio, click to practice)
  • Added practice points to all levels in main game
  • Added , and . for choosing practice points
  • Added results animation skipping. Press any key or click
  • Changed center enemy to push out player in progress movement challenge
  • Fixed squash direction of player in vert movement challenge
  • Fixed header reading invisible line breaks
  • Fixed lasers not colliding with updated shield radius
  • Fixed blank practice points displaying an empty text box
  • Fixed clears not firing when in pause/unpause animations
  • Fixed invisible center enemy having a hitbox during intro animation
  • Fixed invisible center enemy pushing player outwards with progress movement active
  • Fixed shadow clones being able to collide with domes
  • Fixed erroneous-looking pixels in shadow challenge icon
Editor
  • Added obey stops to advanced bullet deck
  • Added undo/redo buttons (and ctrl+z/y), removed other defunct buttons. Undo is still WIP, use at your own risk
  • Added functionality to all remaining tool buttons (and removed some, too)
  • Added select all by type button to Extras toolbar
  • Added transparency support for outline color
  • New Project: Added more checks to prevent folders from opening
  • New Project: Added error message if project already exists
  • Changed Stop to be its own extra (stop clears from 0.5.3 are converted automatically)
  • Changed stop event icon to be consistent with others
  • Changed bullets back to not animating as gravity affects them
  • Changed text extra input box to match selected font
  • Separated OOB and ignore border into 2 things
  • Color window: Fixed invert color when non-color1 is active overriding that slot with color1
  • Fixed reset anchor value not updating input box
  • Fixed survive rewind button not having its own tool tip
  • Fixed dynamic event view not updating when reversing event anchor values
  • Fixed clear events sometimes firing multiple times
  • Fixed text wrapping of [exclude enemies] input box
  • Fixed softlock when canceling the load xml window when current project is unsaved
  • Fixed dome inconsistent dome thickness between preview and fullsize game windows
  • Fixed wrong x values for placing/dragging markers on ultrawide monitors
  • Fixed visual offset of waveform in timeline
  • Updated [set prefab trim to playhead] icon to match the playhead better
  • Improved performance when selecting all
  • Changed various input text boxes to not display rich text
  • Fixed not being able to paste bullet markers in prefabs
Level Select
  • Added collision mod: choose between zen, shatterproof, or fragile (1 hit death, oh boy!)
  • Added better coloring when hovering over a level with a transparent outline color
  • Changed "classic" tag to appear on all legacy levels
  • Changed mod window hover sfx to play uniquely to prevent overloading
  • Changed powerup button hover sfx to change in pitch
  • "---" displayed for unfinished level that's been played
  • Fixed odd behavior when holding shift and selecting a level
  • Fixed unlocking level/difficulty sfx being muffled
  • Fixed folder music not looping
  • Fixed wrong powerup colors shown when selecting blast/shield
  • Fixed hovering over non-focused level switching to unreadable white text
  • Removed "new!" in score position of level buttons
Misc
  • Options: Added page 2 to How to Play (and next/prev buttons)
  • Options: Added controls page (under gameplay tab)
  • Pause: Added shift key holding to get alternate options for certain buttons
...