Hello friends! Highlights for this update include MEGA HOT DOGS and MacOS support.
Hot Dog Reporter 0.6.2 Changelog
Added MacOS compatibility
The remaining hot dog in a level now turn into a MEGA HOT DOG
Made invisible ceilings less invisible
Removed some floating grass
Flipped the movement on the last two pairs of moving platforms in 011: AND YET IT MOVES making it possible to make it through the level without having to wait a cycle
Updated Godot engine from 4.1.1 to 4.1.2
Fixed particles jittering on pause
Fixed bug with potentially getting stuck on input remapping
As mentioned in the previous Dev-Com, this will be hopefully the last patch for Penkura on Engine Version 4.27, and tomorrow we will start to move to Unreal Engine 5 which should take about one month.
In this patch, we are introducing a lot of quality-of-life improvements, some new content, and sound effects.
First of all, our sleep UI had a complete overhaul, we added player character statistics to the window to better inform the player of his current state, improved the clock, and provided another numeric clock.
We also started to add new sound effects to the game, mostly player voices. We do know that some players prefer their protagonists to be completely silent, or they prefer to have voices in some places but not in others. That's why besides adding new player voices to the game, we also implemented new sound options, allowing players to disable those extra sounds.
Not all voices are yet implemented but we are already providing options to them to showcase what else we plan to add.
And we added some eye candy to our C.A.T. by making him not only more visible at night, but also provide a better indicator that something is wrong in the RTS mode.
As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
Penkura Main Branch Adjustment --------------------- ⊞ Bugs/Errors ⊞ ---------------------
◈ Thunderstorm sound was taking the player's position to the player (always 0) to calculate the time needed for the sound to be heard from the location of the lightning strike. It's now correctly set from the lighting strike location to the player location.
◈ Small Habitation Module did not accept input keys that were already attached to player actions (for example Interact) while setting up ownership name.
◈ When crouched, if the player stabs the ground, it will loop the crouching animation.
◈ After the load, the construction queue list added ghost buildings (duplicated building data).
◈ Fixed jump function not registering if player jumps and lands mid-jump on any surface.
◈ The C.A.T Online/Offline button didn't properly trigger state change for the construction bot.
◈ The player is now able to turn on/off lights in the set buildings: - Command Center - T-1 Storage - Small Habitation Module - Tirix Fusion Power Plant - Hydrogel Purificator - Medbay - Manufacturing Platform
◈ Optimization and rendering update to all 3D Widgets (Interactable Holograms/Computer Screen etc.) (performance boost)
◈ Collision detection check improvement to all doors. (minor performance boost).
◈ Added appear and disappear animations to the doors 3D user interface.
◈ Added player voice sound: - 5 Male Jump sound. - 5 Female Jump sound. - 5 Male hit sound. - 5 Female hit sound.
◈ Added swing sound effect, when swinging non-combat items.
◈ Player can now disassemble: - Dark Matter Cola Original - Dark Matter Cola Extreme - Dark Matter Cola Neuron Breaker - Dark Matter Cola Sour
◈ Added sound effect of picking up an empty can.
◈ From now on after drinking any Dark Matter Cola, it will spawn an empty can in the player inventory. Unless the player is drinking from a container, then it will spawn an empty can in that container.
◈ Added 4 new items to the game: - Dark Matter Cola Original Empty Can - Dark Matter Cola Extreme Empty Can - Dark Matter Cola Neuron Breaker Empty Can - Dark Matter Cola Sour Empty Can
◈ Entire sleeping UI is remade to showcase player status while sleeping.
◈ C.A.T (Construction Assistance Tool) will now provide a light when flying to the target (at night only).
◈ C.A.T (Construction Assistance Tool) will now provide a red blinking light when encountering a problem (lack of power or resources) that resets every 5 seconds.
◈ Added new option to Options > Game & UI > Game Behavior, toggle on/off if Left Mouse Button should automatically equip "At Hand" tool/weapon.
◈ Drasticly improve data collection and memory refresh system. (The game should clear unused data much more smoothly).
◈ Bio-ring will now change colors of the holographic representation of health, turning orange from green at 50% and red at 20%.
◈ From now on, Ore Extractors won't consume power (even when turned on) if their container is full.
◈ Minor changes to text, to fix spelling errors.
◈ From now on "Interaction" input won't leave RTS mode, in case it is used by another RTS input key, set by the player.
◈ Feedback and Bug Report system will always clear text after sending the report.
◈ Visual and technical improvements to RTS mode User Interface.
◈ Pressing Enter while typing the name of the new save, will now be considered as "Accept Save".
◈ Double-clicking a save slot will now load it.
◈ Added appear and disappear animations to building stats computer screen.
◈ Left click to remove item at "At Hand" / "Mod Slot" is changed to double left click.
◈ Small and Large Depot, will now double-check player position after being built to activate its panel controls if a player is nearby.
◈ From now on "At Hand" and "Mod Slot" are dragable.
◈ Mugs, Cups, Forks, and Spoons, will now provide 1 Metal Bar when dissemble, this is a temporary change as we will soon change integers of items into floats. (from 1 to 1.0 to allow us to provide a part of the full item, for example, 0.1 Metal Bar).
◈ In the depot set name UI, "Set Base Name" was changed to "Type Name Here".
◈ You can now drag the "At Hand" item directly into the inventory, or at "Quickslot" to make a reference to it.
◈ You can now drag the "Mod Slot" item directly into the inventory, this will disable all the effects made by the mod and put it back in the backpack.
◈ Maintenance Platform, will now check bot power and integrity even after it finished working.
◈ Minor changes to the Day/Night Cycle, Nights are now 1.7% longer, but days are 9% longer.
Version 2.0478 includes the following improvements:
- Added ability to change 3D compass to a flat tape structure (see customizing kit for details). - Automatic waypoint route plotting added for scanning uncharted space contract objective (see notes). - By request, external panning view is now calibrated to align with the curvature of planets when in atmosphere. - HUD pitch ladder structure and textures updated for more flexible modification and higher resolution textures. - Added ability to import GIF format images as textures to certain HUD and custom display systems (limited, see notes). - Clickable buttons updated with a solid bar appearance for clearer distinction and highlighting. - Missile variety in high econ rated station and city inventories expanded (Starfire minimum). - Added shield flaring effect when beam cannons are fired on a capital ship with MDTS locked. - Minor improvements and fixes.
Notes:
HUD Pitch Ladder Revisions The HUD pitch ladder has been updated with this build, which was the last remaining HUD element in need of higher resolution for optimal image quality at higher screen resolutions. The structure of the pitch ladder has been divided into two parts, a left and a right. Each side can now be independently textured, placed, and scaled for a variety of new customizing options not previously available. The 'pitchladder.txt' file option has four new lines added to it to accommodate these new options (see the customizing kit for details). The resolution for the new textures has been doubled vertically and trimmed horizontally (128X4096 since each side is now its own horizontally smaller 'tape'). So no additional video memory is required for this format while a higher resolution can now be achieved. If a custom 'hudtape.png' file is detected in a '\hud' folder, then the game will default back to the original format so that the custom pitch ladder will continue to appear correctly.
Automatic Waypoint Route Plotting for Scanning Uncharted Space Automatic waypoint route plotting now also applies for the scanning uncharted space objective. Even though the scanning destination will generally be well outside the gate network of charted systems, upon accepting the contract the computer will attempt to calculate a route to the nearest star system and then also apply a final waypoint to the scanning location. There may still be 500 or more sectors of travel required once the nearest star system is reached, so jump casters and/or long range configured ships will still be important. The player can also optionally interrupt the provided route and travel their own way if they prefer a path that may be safer or otherwise more optimal to them.
GIF Image Format Support This capability was tried as an experiment in testing for a while and turned out to be sufficiently reliable and effective, so the capability has now been implemented in this update. Most HUD and custom display elements can now use optional GIF images in addition to the default PNG format. If replacement GIF images are present in a '\hud' folder and include animation, create a file named 'animationimagemode.txt' in the same '\hud' folder and include the number 1 in the first line to enable the animation mode. Certain indicators already use an animation system with individual PNG images (the 'hud-alert#-#.png' set for example). While GIF format is supported for these indicators, the game will continue to cycle through the 10 frames of animation for these readouts, so it will generally be best to utilize the built-in animation option for these indicators to avoid trying to time GIF animation stages across multiple images with the ten in-game animation stages. Some limitations may apply with formatting. There may also be an added resource overhead (memory and/or performance) required as more GIF images are imported, so it's recommended that such effects be used selectively where animation may be most desired.
The weather has been getting cooler recently, and Mao Maotou finds it difficult to get up every day. He really doesn’t want to leave the warm bed>口< If the temperature starts to drop where you are, be sure to put on some extra clothes! Due to the accumulation of previous works, two games will be launched this month, and in YUME 4, we will try to add new content in cg (the gameplay is still a small game) Finally, if you have any questions, you can send me a private message~ Mao Maotou will reply to everyone if I see it! https://store.steampowered.com/app/2511030/Deep_Secret/ https://store.steampowered.com/app/2543300/Joy_Life_2/ The fourth part of the Dream series will follow https://store.steampowered.com/app/2602730/YUME_4/
Activities You need to pay attention to the above games and add them to your wish list (if not added, they will not be included in the winning range!) Then comment on any game from [Lovely Games Studio] you want to get (note: the new game will be released after the launch, please wait patiently)
The realm of the "Underdusk" grows richer and more accessible! With the latest multilingual update, "Into the Underdusk" is now available in 13 different languages. Whether you've journeyed through its eerie pixel art landscape before or are about to set foot in this world teetering on the brink of oblivion, the experience promises to be more immersive in your native language.
Adventure Awaits! The Underdusk, a world slowly sinking into the abyss of lost memories, beckons you. Navigate brutal precision-platforming challenges, converse with its enigmatic inhabitants, and harness collectibles to enhance your abilities.
Limited-Time Offer! In celebration of this monumental update, we are offering "Into the Underdusk" at a special discounted price for a short period. Secure your copy now and embark on a quest not just for a lost locket, but for the very essence of your being.
Are you ready to peel away the layers and discover what lies behind the mask? Your soul awaits its awakening in the Underdusk.
I believe you all just had a wonderful and fulfilling Mid-Autumn Festival and National Day holiday~
But recently I found that many friends don’t know how to receive the rewards during the event, so the editor is here to answer the questions for you!
All players need to contact the official customer service of Steam of "Three Kingdoms: Legend of Generals" and submit the application to the customer service in accordance with the following format requirements. The customer service will review your information one by one and issue it to everyone if it is correct!
Application information
Game name: Area clothing: character name: Recharge amount: Apply for National Day recharge activity:
We've had a busy few months, and we'll continue to busy into November.
Previous Events
We had Gamescom in August, and boy was that busy for everyone involved. We were part of the Australia Booth in the Business Area, as well as Indie Arena Booth in the consumer hall.
Two booths, and five days, we sure kept busy! But it was 1000% worth it. We got to meet so many amazing people during our time there. It was just such a positive event all around.
September saw us at Tokyo Game Show where we were part of the Select Indie 80 there. It was such an honour to be selected as part of the Indie 80 showcase. We were humbled by how many amazing games that were chosen. We truly had a fantastic time and want to go back.
Recent Events
Rounding out the year for us was PAX Australia. It's always a great time to exhibit locally. It's also nice that it's a 'short' flight compared to the other shows we've attended this year. :D
We had an amazing weekend meeting so many wonderful people, and it was such a joy to show off more of Couch Co-op. Keep a watch out on our social channels if you want to see how that's progressing <3
Awards
This is exciting for us, as this is our first award nomination. We were a finalist for the Best International Game at Level Up KL 2023.
Due to timing, we were unable to attend :( But we were beyond humbled to have been short listed alongside a number of amazing titles!
Next Playtest
We do not have an exact date yet but will be holding our next playtest in November. It only feels like we just wrapped up our last playtest, and yet we're already planning our next one!
This will be our last playtest for the year - so we sure hope you join us.
Roadmap
I am sure this is what you are really here for... our next update to our roadmap.
One of the big focuses we are working towards for this playtest, will be the long-term gameplay loop. This has been in the works for a while now, and we're looking forward to your feedback on it! We'll continue to improve and expand on it for future playtests.
There's plenty of other things in there, too :) We hope you’re as excited as we are for this playtest.