Crimson Veil - MaikeruUrashima
Howdy everyone! I’ve got a smaller update today as it’s been rather hectic this week while I’ve been preparing for my big trip. Still, I feel like I’ve gotten to the point in development where most of the things I can share are somewhat spoilery. The scenario for the second side quest is mostly finished. From there, I just need to test the entire vampire route’s scenario for any new bugs that may have come up during the development of this update and finishing up any remaining art.



A mental note that I want to put in writing this week is that going forward, I plan on having two development versions available to me at all times. What I mean by this, is that if a critical error occurs with a public release and I find out about the issue late, I want the time it takes for the patch to roll out to be much shorter. There is currently a major bug in the Steam release with the Casino Quest. While I have already patched it on the upcoming version, Steam players still have to deal with it and wait for it to release and that's not fair to them. By backing up the project file for the public releases, I can roll out patches in a timely manner by fixing the error in that project, instead of the current version. This may be something obvious and something I should have been doing from the start, but hey I’m just one guy and I’m figuring things out as I go along!

As I stated in a previous update, regarding my upcoming trip, I will be away from work for the next two weeks. I will return with weekly updates on May 28th. I plan on working on the game during this period. I will have limited access to the internet, but I will do my best to reply to any comments and questions sent my way. It’s going to be nice to have some quiet time to sit back and focus…

Lastly, let me share the teaser for this week: An underwater shot of a Mermaid Mila. Really fun to work on, especially with the colors. (Do any artists still do MerMay? I remember that was a thing a while back)



The full version is currently available for all my $5 and up patrons. Check it out if you want to help support me.

https://www.patreon.com/MKRUdesign

That's all I have to share with you this week. See you all on the 28th!
2D Dogfight - tetrahydrofuran
Hello everyone!

Today, 2D Dogfight received an important update in which we have addressed several issues related to the game's field of view (FOV) as reported by players.

In the past, the FOV was fixed and too small, which greatly limited players' aerial combat experience. Therefore, in the new version of the game released with this update, we have added the ability to zoom in and out the FOV. Players can now set the keys for "zoom out" and "zoom in" in the key settings and adjust the FOV as per their preference while playing the game.

The following two images show the effects of the FOV zooming in the game:




In addition to the FOV zooming, the update also includes the following improvements:

1. Added a button to reset the key settings to default.

2. Optimized aircraft engine sound effects with separate audio clips for start-up, stable operation, and shutdown.

3. Corrected some typos in the Chinese text of certain campaigns.

4. The easy mode of the campaign now allows players to reload in the air. Players only need to fly into our airport range at an altitude below 1000 meters to replenish their supplies without landing.

5. The key to pause and resume the game can now be set in the key settings instead of being bound to the space button.

6. Based on player feedback, the "Press Esc to exit fullscreen mode" feature has been removed.

Thank you for playing 2D Dogfight, and we hope you enjoy the new update!
May 7, 2023
Crupt - Aldinyx
-Fixed the rotation speed of various things being tied to framerate (mostly particles and a few bullets)

Colosseum:
-Fixed a case of the game hanging on load while trying to update the stored list of encountered minibosses
-Fixed speed multipliers from Modifiers not being applied properly on load (Impetuous, Iron Heart)
-Fixed Rash applying all of its effects on load (including giving points)
-Fixed Rash giving points before max points
-Fixed the stacking reduction from Tranquility not saving on exit/load
Paint Warfare - bananadev
(1.) NEW WEAPONS + WEAPONS REBALANCING
PRESSURE WASHER
Intruducing the pressure washer! This modified pressure washer shoots paint and deals constant tick damage as long as your crosshair is on your enemy. It's a lot of fun to use and fairly powerful once you get the hang of it.

AKIMBO PISTOLS

This one's been really well requested... it shoots in bursts of 2 and deals very heavy and accurate damage (but is a bit slow)

STICKY MINE LAUNCHER

A few updates back when I was adding the teleporter, I was playing around with the idea of a mine launcher. I really liked the idea, so this update I'm introducing the mine gun!
  • It's fully automatic
  • 6 mine barrel
  • Mines stick to walls or other players
  • Explode after 1s
  • Excellent in tight spaces

AK IMPROVEMENTS

  • I've added a sight to the AK (increases accuracy)

GAS GUN REWORK


The current version of the gas gun wasn't true to my original vision for the gun, or to how you guys probably expected it to work.
It only did damage in a straight line and was really inaccurate. So to make it feel more like 'gas', I've made some improvements.
  • It now damages over an area (sort of like a shotgun)
  • I've buffed the damages over distance, though it still will do most damage when you're close to the enemy

WEAPON REBALANCING
  • It felt like you died too fast, so I've rebalanced all the weapons so you effectively have ~ 2x more health
  • I also noticed that you'd get shot a lot from behind (which isn't fun), so I made some improvements to make it clearer when you get hurt (see: Polish and bug fix below)


(2.) RANKING CHANGES
  • You'll now rank up faster, added 3 more ranks

(3.) GAMEPLAY IMPROVEMTS
ABILITY OVERHAUL
As many of you pointed out, having only one ability equipped at once was king of limiting, so I've reworked the ability system this update.


  • Theres now two ability classes: passive and active
  • Active abilities are those that recharge on kills, such as the dash, turret or invisibility, and passive abilities are ones that are always charged, like the jetpack, grapple hook, speed boots etc.
  • You'll now be able to equip both at once, which should allow for more combinations and even better movement

MOVEMENT IMPROVEMENTS
  • Jumping felt too 'airy', so I made some improvements to jumping and the fall speed
  • You can fall to the ground faster by holding your slide key (ctrl)


(4.) HUNGER GAMES REWORK
Thank you for your feedback on the hunger games mode last update! I've made some improvements to the mode in line with your ideas.



  • The game is now more of an elimination, when you die, you'll now be able to spectate other players until there's only one player left and the game restarts


Above: the new spectator mode

I've also made the following fixes:
  • Improved the gun picking up in Hunger Games
  • Fixed the hunger games spawn cam
  • Fixed out-of-map bugs on the Island map

Hunger Games will also have the new guns added in this update!

Polish and bug fix
  • The Health bar now flashes red to make it clear when you're getting hit
  • Changed the colour of the damage direction indicator to red
  • Fixed a bug that caused the poison gun sound to play continuously non-stop for other players
  • Fixed armoury weapons order to match their unlock order in ranks
  • New banana gun shoot SFX
  • Removed capture the cow mode
  • Added icons for the base location in Capture the Flag
  • Fixed a bug that caused you to be placed in a separate lobby from everyone else if you were max rank
May 7, 2023
GameZero - gutts
572
May 7, 2023
GameZero - gutts
541
Colorway Antics - MagentaNinja
Hey painters!

What antics have you been up to in Colorway Antics?

Are you ready for more colorful escapades? We're working on exciting new updates, but we need your help first.

What do you think of Colorway Antics so far? What have been your favorite moments, scenes, canvas? And most importantly, what can we do to make the game even more fun for you?

Your feedback and reviews are crucial in helping us improve our game and make it the best it can be. Let us know your thoughts in the reviews!
Yingzinue:Donghei - hero2590
1、汉泰轮胎厂附近的土匪改为汉泰轮胎厂保安,绘制了相应的行走图和战斗图
2、完善了大量药品的描述
3、完善了一些任务提示
4、修正了一些图块的通行BUG
5、主角职业是道士时,玄之道人对话略有不同
6、增加金红野牛、东鸟寺饮两种恢复能量的运动功能饮料,便利店有售,钱虎庄需声望大于20才在便利店有售
7、提升义庄僵尸的防御,九品僵尸提升到5点,五品僵尸提升到10点,一品僵尸提升到15点,变异僵尸提升到20点,
8、修改完善了越州义庄任务,改为僵尸真菌感染事件,门口增加检查人员
9、市民中心的病毒也可以交给陈绿柳教授获取奖励
10、调整了义庄三层的出入口,调整优化了义庄内部的光照
11、增加了天人圣殿等一些地图的装饰物
12、绘制了道士职业战斗待机动画、攻击动画和无法战斗姿势
13、优化了木头的战斗图像和动画,眼睛由浅蓝色改回了黑色,不再不停跳动了。
14、降低了军体拳的攻击力,上海计算方法改为攻击力的50%-目标的幸运值
15、程序员双击不再消耗能量,仅消耗10点蓄力;蠕虫病毒不再消耗蓄力,仅消耗15点能量;暴力破解消耗20点蓄力;
16、修正了义庄无法出去的BUG
May 7, 2023
Teamkill - Niko
Sighs, another small patch that I've honestly been a little embarrassed to publish considering the time between now and last time, but adds a new song and fixes some bugs related to hosting lobbies.

CHANGES
  • Added new song "Hardly Know 'er"
  • An attempt was made to make UPNP hosting work more reliably
  • Minor tweaks in how player physics are handled, hopefully increasing performance a smidge for higher player counts

FIXES
  • Fixed occasional bug that would discard game rules immediately after hosting a lobby, throwing players back to menu when trying to play
  • Fixed lobby names sometimes not updating properly
  • "Use UPNP" tickbox now remembers previous setting when returning to lobby
  • Fixed mutators sometimes not applying when hosting
  • Bot team names should no longer be duplicates
  • Adjusting your aim using keyboard shouldn't use the controller sensitivity value anymore
Feisty Fauna Playtest - Atas Fun


Bug fixes:
  • Fixed a bug where in multi-player mode, arrows that point to players out of screen would be offset if the screen resolution was not 1920x1080

Changes:
  • Updated sound effect when player is burning
  • In multi-player mode, players can now revive one another by standing close by
...