Nov 3, 2023
PNGTuber Plus - kaiakairos
Changes:

  • You can now clip mask linked sprites!
  • New sprite list menu!
  • New settings menu! (crazy right)
  • Can now change the background color in the settings.
  • Can now change the max fps in the settings.
  • Mildly changed physics.
  • Fixed slowdown when using altered fps.
  • Squash can now be made negative.
  • Perchance fixed bug where sprites collision polygon would fail to build. Perchance.
  • You can now no longer scroll select while moused over menus.
  • Fixed issue where sprite would sometimes move when linking to other sprite.
  • Fixed issue where sprites could disappear if trying to link a sprite to its own child sprite. This would also cause memory leaks, which has been fixed.
  • Updated tutorial text to not be incorrect.
  • Minor optimizations.
  • Re-added the secret "breast button"
Haunted: Attack of the Dead Men - GameBeast
Hello everyone!

Welcome to the thirteenth development update for Haunted: Attack of the Dead Men. What a fitting number for the week of Hallowe'en! This update will focus on the newly added Map 12, and will also cover some changes that I've wanted to do for a long time. Before we get into all that though, I figured it's best to start off with the important news about the game and its future development.

New Release Date and Roadmap

That's right. Unfortunately, I will have to delay the release of the game. I suspected as much last month but wanted to see how much longer Map 12 would take before making a firm decision, and this map took an additional two weeks, meaning it took six weeks from start to finish. I strongly suspect Map 13 will take the same length of time, and with all the other polish that needs doing it just doesn't add up. I will not be able to get the game finished by the end of this year - I have instead chosen Q2 2024 as a provisional release window. I don't think the game will take until the end of Q2 to finish - my estimate at the moment is some time in May, but setting a release date a little further in the future gives me a bit more time to play with, and makes it unlikely I will have to delay the game a second time.

I covered what made me fall behind schedule in last month's update, but to summarise: Map 12 took a lot longer than I thought it would, and I forgot to account for the time it would take to upgrade the engine to Godot 4 in the original roadmap. With the game much closer to completion now, I at least have a better idea of how much longer it will take, so I will outline a more detailed roadmap at the end of this development update.

Anyway, let's get into the good stuff shall we?

Map 12 - Descent into Darkness

Last month's update also had a teaser for this new map, as well as a little bit of detail on what this map is about, so if you haven't read that be sure to check it out. In short, this is where the game starts to get a little weird. While all the maps up until Map 11 are (loosely) based on Osowiec Fortress and real-world locations within it, I wanted something different for the final boss fight, and maps 12 and 13 are the lead-up to that fight. Here's another video to show that off.

I mentioned that this was a secret underground lab, and many of the rooms have been designed with that in mind. The idea with this level is to show off some of the research and experiments that have led to the resurrection of the garrison of Osowiec - here are some examples:

You can enjoy smashing up their laboratory...


...Or blow it up, that works too


Future undead soldiers need to be caged, for the experiment's safety... or for yours


They need to be able to shoot straight too!



I have also been adding some new features to make this map more interesting. Among these are the smash-able scenery items found in the labs (you can see the various test tubes shattering when I use the machine gun in the video), and more interesting traps - there are several rooms in this level which will seal you inside until you achieve some objective (e.g. killing the enemies or finding something). The smash-able objects is also noteworthy because I can now easily make any prop smash-able - I will likely go back and do this for other objects at some point (like the barrels, which are a bit static at the moment).

But wait a minute. Notice anything different about the video and these screenshots? If you've been following the game's development for a while you'll definitely have noticed...

New Weapon Sprites

This was a long time coming. It's been pretty obvious that the old weapon sprites just weren't going to be good enough for the finished game - they were quite janky, and a bit inconsistent as well. Especially those hands - ugh! But, what made them bad, and why?

The "why" is simple, this is called programmer art. These assets were thrown together fairly quickly to get the point across, rather than to look pretty, so I could focus on adding content to the game. Understanding the "what" is important though, and has helped me make the new weapons look much much better. The gist of it is this: perspective, and scaling.

I make the sprites for the weapons and enemies by first making (and animating) 3D models in Blender, and then taking screenshots of these models at different angles. The major problem with the old sprites is that they were made without any real frame-of-reference, so I was mostly judging by eye how to position the camera and how much to zoom-in. This lead to the larger weapons having smaller, less detailed sprites than they should have, while the smaller weapons had more detail. On top of this, the hands were actually an afterthought as the original models didn't have them, so I added the hands on top of the existing sprites - again, these hands had inconsistent perspectives and scaling which made them look a bit odd.

So what have I done to fix this? Well, I started by redesigning the player character's model to be more in-line with the game's cover art (internally he is referred to as "PlayerGuy", I haven't named him yet). I made the original model not long after I started working on the game, and hadn't really revisited him since then, so it was high time I changed that. Here he is in the main menu:


I realise I haven't really included much in the way of behind-the-scenes screenshots so far, so why not start now. Here's how he looks to me (in Blender):


This model is a lot more detailed than the old one. But here you can also see how I've ensured a consistent perspective for all of the new sprites - they are all attached to this new model. In fact, I even made his head detachable and included a camera to make the process a lot easier:

If you've used Blender before, you might also have noticed that his Pickelhaube is a separate model as well - the reasons for that are still classified...

This has had a massive impact on the new Trenchgun sprite, for example. You can see here he is actually holding it as you'd expect someone to hold a shotgun, and the result is a much bigger-looking weapon than before - in fact, Wikipedia says the Winchester Model 1897 (the weapon that the Trenchgun is based on) is a metre long, and that's without the bayonet! I still think the left arm looks a little strange at the moment though, so it would be nice to have some more feedback on that. When I get to it, I will try tweaking the pose a bit for the rifle (which will have a similar size) and see if I can apply that to the Trenchgun to make it look even better.

How much of this rework is done then? So far, I have updated the Luger, Revolver, Trenchgun, Granate and the Shashka. I should have the remaining weapons finished by next month, and I will go into more detail about them and the new animations in next month's development update.

So, what prompted me to rework these sprites now? I have a good reason for doing this, and it all ties in to the updated roadmap. Essentially, I have decided that if I can't get the game finished by the end of the year, I can at least improve the demo as much as I can, so it more closely matches what the final game will be like. This leads me nicely into the last section of this update...

The New Roadmap

Much of this roadmap comes from the original, posted back in February, but I have reshuffled things a bit. My priority for the next few months is to effectively finish the demo - well, as much as I can at this point anyway. This means, to begin with, you can expect two major updates to the demo - the first, v1.5.0, will contain the new weapons and whatever else I am able to get done before Christmas; while the second, v1.6.0, will contain the remaining polish I have planned, including new scenery objects, balance changes and more. I have included the full roadmap (v2) below:

  • Demo updates v1.5.0 (December) and v1.6.0 (hopefully by the end of January, but aiming for sooner than that):
    • Finish the new weapon sprites
    • Update some enemy sprites (following the weapon changes)
    • Add new scenery to maps 1-4
    • Improve some of the visual effects (including for barrel explosions)
    • Add icons for the levels in the intermission screen
    • Refactor the enemy AI to try and improve performance
    • Implement stats tracking (which will be used for achievements later)
    • Numerous bug fixes and other small improvements
  • Implement Map 13 - allowing six weeks for this takes us to March
  • Implement Map 14 - a simpler map containing the final boss fight which will not take so long (maybe two weeks, as did Map 9). This takes us to (hopefully) mid-March
  • Implement Map 15 (the secret level) - I will allow one month for this as I already have the assets for it. This takes us to mid-April
  • Finish Maps 10 and 11 - Map 11 is done in terms of the backdrop but needs tweaking and balance changes. The backdrop for Map 10 is also mostly there (barring some extra scenery), but it still needs enemies/items/etc. I suspect this will take a few weeks, up to early May
  • Polish Maps 5, 6, 7 and 8. These maps, having been already added, will be missing some of the new scenery objects, and they may also need some balance changes. With any luck, this won't take long - perhaps a week or two. This takes us to mid-May
  • Once all this is done, it will be time for the finishing touches. I will be adding achievements at this point, and will also have to thoroughly test the game - this may include a closed beta period to get more feedback
  • Hopefully, this roadmap is a lot more accurate than the last one, as it is based on another nine months' worth of development. If it does turn out to be too ambitious still, then with the Q2 2024 release window I will still have June to continue working on the game before having to announce another delay.

That's it for this month! Stay tuned for next month's update as that one will focus on the new weapon sprites - there will also be another gameplay video for you to enjoy, specifically to show off the new sprites.

Thanks for reading!
Nov 3, 2023
Home Wars - Insane Dreamers
My friends, yesterday my town suffered an incredible flood.

In just a few hours the rain managed to fill the rivers that descended from the nearby mountains; I have never seen so much water fall in such a short time (about 6 hours).
A riverbank near my house gave in to the force of the water and broke.

Unfortunately, there were victims and several people are still missing.
Many people risked drowning in their own homes.

I'm fine, but a lot of mud has entered my house (as well as those of my neighbors), so I have to roll up my sleeves and clean everything, saving what can be saved.

The hardware I work with is upstairs, so all my games are safe, but, as I imagine you will understand, all the development will have to come to a complete stop for a few days.
I will be able to continue to provide support in the Community Hub before bed.

When everything gets back to normal, I will be happy to resume the development of my games, including updates to already released ones.

I'm the first one to regret this temporary stop, sorry.

This planet probably no longer knows how to tell us that we must pollute it less and has resorted to the "hard ways".

I want to tell you this disaster hasn't affected my spirit as a game developer in the slightest, on the contrary, I've come up with some very "insane" ideas to include in games and maybe use this experience to make a game, who knows.


I greet you and see you when there is less mud around me :D

Sotidrokhima - AcroGames


The following soundtrack contains all bar a couple of the game's original songs, fully remastered. Enjoy!
Nov 3, 2023
Mercenaries of the Kingdom: First Blood - Insane Dreamers
My friends, yesterday my town suffered an incredible flood.

In just a few hours the rain managed to fill the rivers that descended from the nearby mountains; I have never seen so much water fall in such a short time (about 6 hours).
A riverbank near my house gave in to the force of the water and broke.

Unfortunately, there were victims and several people are still missing.
Many people risked drowning in their own homes.

I'm fine, but a lot of mud has entered my house (as well as those of my neighbors), so I have to roll up my sleeves and clean everything, saving what can be saved.

The hardware I work with is upstairs, so all my games are safe, but, as I imagine you will understand, all the development will have to come to a complete stop for a few days.
I will be able to continue to provide support in the Community Hub before bed.

When everything gets back to normal, I will be happy to resume the development of my games, including updates to already released ones.

I'm the first one to regret this temporary stop, sorry.

This planet probably no longer knows how to tell us that we must pollute it less and has resorted to the "hard ways".

I want to tell you this disaster hasn't affected my spirit as a game developer in the slightest, on the contrary, I've come up with some very "insane" ideas to include in games and maybe use this experience to make a game, who knows.

I greet you and see you when there is less mud around me :D

Fellowship - mele
As the Bullet Heaven Festival commences, it brings together a confluence of innovative gaming experiences. We are delighted to share that Fellowship will join this unique assembly with our demo, allowing players to revel in our new take on the genre.

As we approach the Early Access launch of Fellowship on November 7th, we're excited to offer a special promotion. During the Bullet Heaven Fest, players can enjoy a 20% discount on the game, a token of our gratitude for the community’s enthusiasm and support.

Our participation in the festival is much more than just showcasing our game; it's about the collective celebration of gaming culture. We aim to deliver an experience that resonates with players, filled with strategic richness and engaging mechanics.

We extend a warm invitation to all festival-goers to join us in this gaming festivity. As Fellowship steps into Early Access, we are eager to observe and engage with the strategies and triumphs of players as they navigate through Fellowship that is our labor of love.

We hope to contribute to the festival's spirit of communal joy and shared experiences. So, come and indulge in the Bullet Heaven Festival with us, where every player's ascent to power is a spectacle of strategy and skill.
FOUNDRY - Pdx_Tauriel
Hello! Hallo! ¡Hola! こんにちは! 안녕하세요!
Greetings, everyone! I'm Roman, also known as Zirus, and I've joined the FOUNDRY team back in April. Though I'm new to Foundry Fridays, I'm eager to share some exciting improvements we've been making to our Localization System.

Why the Upgrade to our Localization System?
Previously, our Localization was based on simple key-value pairs. But, as we and FOUNDRY's codebase have grown, we've seen the need for a more robust system - especially when a tiny typo could lead to a big headache:

Key
Value
Welcme to Foundry!
Willkommen in Foundry!
Noticed the typo in "Welcome"? Fixing it leads to a lost translation as it ends up being a new key:

Key
Value
Welcome to Foundry!
To address this, we have implemented improvements to the System using unique identifiers for each phrase, which ensures consistency of translations across all languages. We'll look into this more in depth a bit later, but let's take a look at the things that actually need Localization first.

The Three Pillars of Localization in FOUNDRY
Localization in Foundry stands on three pillars:

Static Localization
Upon starting the game, static elements like information messages and headers are set in your chosen language. This content remains constant throughout your experience.


Dynamic Localization
Your in-game actions prompt real-time Localization changes. For instance, the plumber tool adjusts its messages based on singular or plural contexts, ensuring an immersive and accurate gaming experience.

Singular
Plural
Templates
Templates are the backbone of FOUNDRY's content - every machine, crafting recipe or item has its own template. Such templates may have translate-able variables, for instance their display name.



Enhancing Consistency by Introducing Unique IDs
To bolster the integrity and consistency of our Localization System, we've introduced a unique identifier for each translatable phrase. Picture these identifiers as serial numbers assigned to each snippet of text, ensuring that every translation is anchored to a stable reference point. This means that even when the English source text is altered - whether to correct a typo or to update a phrase - the corresponding translations remain reliably linked.

Here's a practical illustration of this system at work:

ID
English
Translation
WELCOME_MESSAGE
Welcome to Foundry!
Willkommen in Foundry!
With this structure, we can address any textual errors without disrupting the existing translations across different languages. This new approach provides a safeguard against the common issue of 'lost' translations that occurred under our previous system when making corrections or updates to the source text.

Certain scenarios may still necessitate a reevaluation of the translation themselves though. For example, if the original English text is updated to the extent that it alters the context or meaning, the translations would need to be revisited to ensure they still convey the intended message accurately.

The Big Export: Optimizing the Translation Workflow
In our pursuit to optimize the translation process, we have developed a specialized parser. This tool is designed to automatically generate Localization files in a format called "portable object". This change streamlines our workflow, making it easier to update our project on CrowdIn.

Validation: Ensuring Precision in Localization
In the complex landscape of Localization, maintaining a clear overview of existing unique identifiers is crucial. To manage this, we've integrated a robust Validation System, designed to be a steadfast ally in the Localization process. This system automatically flags any discrepancies such as overlapping IDs or absent context comments. Here's a glimpse into the kinds of issues it helps us avoid:

Preventing Duplicate IDs from Causing Confusion
ID
Value
MACHINE_EMPTY
Machine is empty
MACHINE_EMPTY
Machine is currently empty
Encountering duplicate IDs with different assigned values can create conflicts within the Localization System, as it relies on IDs to determine the correct text to display in-game. This scenario can lead to inconsistencies, which our Validation System is adept at identifying.

Avoiding Redundancy with Different IDs for Identical Values
ID
Value
MACHINE_EMPTY
Machine is empty
SELECTED_MACHINE_EMPTY
Machine is empty
It's possible to inadvertently create different IDs for the same value. Our system detects such redundancies, alerting us to streamline our Localizations and prevent unnecessary complexity.

Context Comments for Clear Translation
Context is king in translation. To aid our translators, we embed comments within each Localization call, providing them with the necessary background to deliver accurate translations. These comments are essential, especially when viewed in tools such as CrowdIn, where they guide the translation process. This is why the Validation System informs us about calls where these context comments are missing. Here is an example how these comments look in CrowdIn:


Modding: Empowering Community Creativity
Our new Localization System is crafted with the modding community at heart, streamlining the way modders integrate translations into their creations. This modder-centric design allows for seamless utilization of the existing Localization framework during the development phase, ensuring that mods are as language-accessible as the core game itself.

From the initial coding stages to the final touches, modders should be able to:
  • Employ the system to handle in-game text, providing a consistent experience for mod
    users.
  • Export their content into "portable object" files, which are standardized for easy
    translation management.
  • Utilize the Validation System to preemptively catch and correct any potential issues
    with duplicate IDs or missing context, which is crucial for maintaining the integrity of
    the mod's Localization.
  • Load these translations during the game's startup, making sure that no matter where a
    player is from, they can enjoy mods in their native tongue.
Our goal is a robust and accessible environment that empowers modders to share their work with a global audience, removing language barriers that could previously hinder the full enjoyment and reach their creative efforts.

In Closing
We strive to make Localization intuitive for everyone involved - gamers, translators, and modders. Should you have any feedback or suggestions, please feel free to reach out to us on Discord.

I hope you enjoyed this little sneak peek into how we handle Localization. Thanks for
reading!

Cheers, Zirus



Follow us on socials:

Stay tuned for more news!

https://store.steampowered.com/app/983870/FOUNDRY/
Storage Hustle - Ignavus
Nov 3, 2023
At Winter's End - Slandercast Studio
Thanks everyone for the support, we're really happy to see you all enjoying At Winter's End! The update today is pretty minor, just fixing a couple of small issues we've noticed.

Patch Notes:
  • Fixed an issue with Day 3 story branch logic
  • Fixed an issue with Day 3 achievement unlocks
  • Tweaked colliders in Capybara's Hollow and Pond
Armello - Chan


Hear Ye Hear Ye! Armellians of the world, gather round!

We are very proud to announce our second Armello Community Tournament – our Fall Bout – is to begin soon! Played, judged and hosted by your community, led by Krampus and his staff, we welcome all experience levels in this true test of wits and skill!

And we’re taking sign ups now!

Our current Armello Champion is Brazello's own Vins... But as always, the Realm of Armello churns with uncertainty... The question is who will overthrow them for the Community Crown?

Disclaimers:
For all intents and purposes, this is an unofficial and completely Community-run competition. Krampus will be administrating the Tournament, and Chan (LoG Community Manager) will be happily supporting, streaming the action via the LoG Twitch.

Sign ups close on Friday 10 Nov @ 1pm PT OR when we hit 180 folks - though likely there'll be more information dropped by Krampus before then!

Also, as an important note, we recognise that the game has some bug issues. When playing, we just ask that you enjoy the game itself and show patience to Krampus and their team!

You can find more information by heading over to the League of Geeks Official Discord and reacting to the Temp Role message. You’ll be granted access to the exclusive Tournament Channels where you can coordinate yourself from there.

Prizes
There’s a whole plethora of prizes readily available for our winners!
🥉 Semi Finalists: One set of digital dice of your choice
🥈 Finalists: Physical Dice Bags and physical Armello Dice + Two sets of digital dice of your choice
🥇 Champion of Armello: Guppie Plushie, Physical Dice Bag + Physical Armello Dice & Three sets of digital dice of your choice

Note: off limits dice: off the dome, early access dice, bandit clan dice, kickstarter dice, stranger dice.

▶️ What do I do from here?
Head over to our Discord, join the server and react to the Temp Role to get access to the Tournament Area! From there, follow the instructions on the post to continue!

Hopefully see you there!

❤️ The Armello Community Tournie Team!


------------

After an incredible decade of Armello, we at League of Geeks are eager to embark on some new, thrilling adventures. While we still cherish the Kingdom of Armello and its devoted community, LoG is eagerly working on two brand new games -- Solium Infernum and Jumplight Odyssey. We'd love if you could check them out!

Fear not, Armello's legacy lives on through our cycling dice, seasonal events, and {LINK REMOVED}, where MP games are found and Tournaments are held (supported by our Community Managers). And while we have plans to return to the world of Armello in future games (and other media!), we are fully focused on our new titles and will not be patching the game. You can read more information in Trent's Post here.

Your support and love means the world to us, and we can't wait to share what we've been working on with you all!


https://store.steampowered.com/app/1893820/Jumplight_Odyssey/

https://store.steampowered.com/app/1893810/Solium_Infernum/
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