Alight in the Dark - Xortrox
Reverting to v1.0.2 until v1.0.3 can be confirmed fixed
Whirligig Media Player - Whirligig
Hi all

So I've been working through as many issues as I can, many reported by you guys, keep them coming the more that I can squash the better and I've started improving and adding new features.

I'd like this version to be the next default release so you come across any issues please let me know philday@yahoo.co.uk

Improved
  • Error detections for images and video.
  • Controller presence improved.
  • Shortcut menu look improved and close button fixed.

Fixed
  • Media Foundation/Directshow subtitles fixed for curved screens. This could still be improved.
  • Playlist buttons not working.
  • Dark video on Directshow fixed.
  • Option for playing video from last play position fixed.

New Feature
  • Disable gaze added.
  • Audio files mp3/ogg/acc etc now play correctly.
  • Audio reactive menu so you can have 3D spectrogram for your music now added.

Disable gaze added
So I've been working on making Whirligig a viable none VR video player for a few reasons. My development is actually mostly using the NoneVR version as it's easier to work on than in VR, I enjoy watching movies and series using VLC but would like to be able to do things that it can't in that player and of cause it's just nice to keep improving Whirligig.

A request for a way to turn off the gaze option was sent to me as the user was using the desktop features and didn't want the mouse to be snatched away every so often. It seemed like a good idea to add so I have.

The way it works is under settings/input there are now three options to disable different control systems, disable VR controllers, disable gaze control and disable mouse control. you can't disable all options (to prevent being locked out) and if you try the mouse control will come back on. Let me know if you have any issues but hopefully this implementation should fix a couple of things.

Audio background


So this is something I wanted to do for a while and because it wasn't too hard to implement and also didn't effect any other part of the player I've added it now.

Currently it only works with Media Foundation and WinRT video paths.

The implementation uses this plugin https://youtu.be/7A7ae-gYLUI so have a look and give it a try.

Other than all that I've continued to fixes bugs and optimise. If you come across any bugs please let me know phileday@yahoo.co.uk

Thanks for everyone's support.

All the best

Phil
Jul 16, 2023
Freedom's Twilight - Kilian
Updated compression and max size on more textures throughout the game which should improve performance and improve scene transaction and loading.
Fixed Hay Bale pickup
Fixed onion seed stacking
The drop object version of the Meat and Mushroom Skewer now has accurate proportions.
Updated Hemp Plot size to be smaller like other plants.
Iron pitchforks are no longer infinite durability. They are not in line with other Iron Items with 200 in game hours of durability.
Added option to the in-game pause menu to allow for Inverted Y-Axis camera movement. There is a known bug here with the toggle and will be corrected on next update. The button shows already toggled for Inverted Y-Axis, but this is due to its default display. Inverted Y-Axis starts off disabled but can be activated by clicking the Toggle to uncheck and recheck the box.
Added back in the resolution settings option. There is a small bug with this that some may experience where you will see multiple displays of the same resolution. This is because some monitors have multiple refresh rates for resolution sizes. For example, you may see two 640x480 resolutions where one is 640x480 @60Hz and the other could be 640X480 144Hz. I am going to have this updated to only display one and add in a more advanced option where you can still choose the hidden ones.
Jul 16, 2023
Nullmaze - OneGamerWood
Hi, this update is dedicated to the new system of the world's generation, it still needs some polishing and improvements but I'd appreciate it if you check this new approach and highlight some issues (like optimization, balance, feeling, new ideas, etc). Feel free to let me know your thought about it.
  • new world generation system
  • some changes in visual style

Next, I'll work on the optimization and polishing of this new approach to world generation until it feels really cool and balanced.

There's a comparison of the old version and the new one:






Urge - EnDrew
Hey Everyone,

Another update is here! Introducing the city of Urlando, improved melee animations, weapon stats, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.

See you in two weeks!

ADDED
- City of Urlando (unfinished, no interiors)
- weapon stats (hit range for melee weapons, etc.)
- piranhas and sharks can now spawn randomly
- placed more random spawners inside caves
- some texture optimizations

CHANGED
- improved animations of some melee weapons
- relocated the semi truck
- your flashlight can now be recharged at any time (except 100%)
- using an extractor on wood will now give you resin
- you can now extract wire from both upgraded clubs
- cloth can now be extracted from duct tape & bandage
- improved collision of some melee weapons
- some melee weapons now appear bigger when dropped
- sped up club swing

FIXED
- fish could fly
- pipe item was always spawning in odd angle
- barricade in the starting lab area wasn't hammered up
Terra Toy Playtest - elwell.daniel.2
-Fixed background ambience not looping
-Fixed incorrect prop angles
-Fixed visual bugs with global illumination
-Improved cloud rendering performance
-Improved memory streaming performance
-Increased size of terraforming sliders
-Fixed copy/paste not working in main menu
Jul 16, 2023
The Artist - Grotslot
Please Note: This development update is from 2nd July 2023. All development logs are posted to Patreon backers first as well as on our Discord for owners of the DLC.

What a week it has been!

I have updated the progress graph on the main Patreon page that gives you a more detailed look on how things are progressing for each stage. There are more elements to the development of course, but these are the basics that dictate 99% of the progress.

As you will see from the graph, ACT TWO IS COMPLETELY WRITTEN! DONE. FINITE. I do want to give major credit to our writer here. His ability to knock out scenes like an afternoon wank have made the writing process so much easier. And let me tell you, when I first got my hands on the script, my heart was racing. Not totally down to excitement; mostly because what will be happening in this Act! I wish I could give you all the script to read now, or that there was a magic button I could press to get the next major update out to you all straight away! (There isn't, I've looked)

I have finished setting up the master scenes now that I have the script, and the next job for me as the artist is to work my way through the dialogue. The first scene is completely done, and deals with where we left off with Act One. It has taken some time to get back into the swing of it. Especially with the various releases, bug fixes, marketing... everything. BUT, there's just one teeny update to come out to fix some typos and the last few crumbs of errors, and then I am 100% back in the thick of it. Once Xaos has given me the latest build for this bug fix, he will then be working on an official Android port for those that prefer to play on mobile! For future releases, it means you guys get to play on your android device without having to wait for a community port and then wait even longer for any other updates. Plus you get full support from the team if anything goes wrong!

The Steam release went out this week, and we are absolutely LOVING the response. Super over the moon with the reception we've had, and looking over the reviews we've had, it puts a smile on our faces seeing you guys loving this as much as we hoped you would!

I am in the process of creating a DLC for the Steam version that acts as a 'Developer Donation'. At the moment, it would be an empty game file and the DLC purely serves as a one off time donation as an alternative to Patreon. I will be putting together a Steam exclusive gallery to include in that DLC that will be accesible in-game. All my 'Fan' tier subscribers (past, present, and future) will receive either the Steam key to the DLC, the standlone Steam build (if they don't want to clutter their Steam library with saucy games), or the gallery images zipped up and sent over to you. If you have any suggestions on who should feature in the gallery, what scenarios, ANYTHING - let me know in the comments or over on Discord!

That's all the update I have for you this week. Keep the feedback and excitement coming in! :)
Jul 16, 2023
Abandoned Souls - JustTomcuk
Bugfixes 2.0
Trail of Ayash - Andzi Proxy
In this update, we have dedicated our efforts to several areas, including optimization and bug fixes. Additionally, we have introduced a range of new authentic-looking objects that align seamlessly with the game's setting, providing a more immersive and accurate experience.

Furthermore, we have made significant changes to the Gabesh Lands. We have eliminated many empty spaces and replaced them with camps that offer exciting new quests, items, recipes, and enemies. We are thrilled to announce the inclusion of the final level in the game, the swamp lands, which will feature one of our most intricate side quests.

If you have any suggestions regarding the game's direction, please don't hesitate to share them with us. We greatly value your input!




  • - [x] Plenty of New locations with loot, recipies and enemies!

  • - [x] Swamp lands that will be playable in the final release of the game!

  • - [x] Many quality of life improvements added into the game
  • - [x] We have added some new monsters roaming the land (We will keep on balancing their stats and places of spawns)
  • - [x] Optimisation in the Gabesh lands should be much greater but it's still work in progress
  • - [x] Simpler magic system (integrated into inventory drag and condensed with spells from one place)
  • - [x] Added a new giant monster in the arctic areas for the veteran players
  • - [x] Add new placeable particles
  • - [x] Add new AI spells
  • - [x] Reduced some small textures resolution for the better performance
  • - [x] changed ladder climbing animations ( Still WIP)
  • - [x] Fixed travelling points that caused players to fall thru the map
  • - [x] quest fixes
  • - [x] map fixes such as player rotation icon
  • - [x] added new sfx for animals and monsters
[/h3]
[/list]


Add Trail of Ayash to your Steam Wishlist



Dungeons & Kingdoms: Prologue - dakdeveloper
Testing out the player interaction where they try helping a villager chop down a tree.

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