Pine Harbor - AN


- Infinite spawn removed (finally)
- UI redesign
- Now pickaxe swings faster
- Added New models and sounds for enemies
- Added Craft system
- Added New map
- Added Loot items
- Added Stamina
- Added Turkish localization
- Added FSR
- Added DLSS
- Added TSR
- and other tiny changes and bug fixes
Apr 5, 2024
KinnikuNeko: SUPER MUSCLE CAT - kamotachi
- Fixed some spanish language issues.
- Improved wall jumps.
- Now the dance minigame is a little easier.
- Final Boss bug on the sides fixed.
- Bug on Stage 3, free fall at the end, fixed.
Siphonopolis - ApeHardware
I originally intended to announce this earlier but confirmation for the price change arrived late. This game is really weird and I don’t mean the cool surreal shit. It’s pretty much a project from practically 8 years ago given a coat of paint and some fixes. The issue is that the engine and code are outdated as hell, making it practically impossible to bring this game to better standards (multiple languages on the same executable, more control options, ect).

So now that my larger and more polished project Pseudo-Haunting is coming extremely soon, I decided to give this one the economical price of 0$ while the new game takes care of the money part. The OST will still be paid.

https://store.steampowered.com/app/2648260/PseudoHaunting/

Also, this is definitely the last time I’m switching a paid game for free, don’t bother waiting for the other ones to magically switch to no-cost overnight.
The Braves - Mary
Hello, Braves!

It's time for a new release of the Dev Diary, which means today we will share more secrets from the world of The Braves with you.

Today we want to show you some inhabitants of the sandy Dunes who are already preparing their weapons to attack you!

Ancient monsters have awakened from centuries-old slumber, so beware, as before you stand the patron of the necropolis - Anubis, and the Mystical Sphinx, the master of riddles! The battle with them will be legendary, and if you manage to defeat them, countless treasures await you buried beneath the sands of time.


Now it's time to meet the minions of the rulers of the Dunes. Even death cannot resist dark magic, and you will face not only ordinary decaying skeletons but also ancient king-priests who have retained their power. In these sands, you can encounter giant insects and creepy scarabs, but if you hear the hissing of hundreds of snakes, avert your gaze, as the gaze of the medusa can turn you into stone!



We would also like to introduce you to a mysterious assistant who will be by your side from the very beginning of the game, providing valuable advice when you need it.



We are also pleased to announce that we have prepared unique achievements for true warriors, which only the strongest and most tenacious can obtain! Among them, you will find achievements for defeating bosses, for defeating bosses under special conditions, for improving your armor, as well as for upgrading buildings in your village!


Important information! We remind you that soon the full version of our game will be released, which means that The Braves: Beginning will be closed, and the whole gameplay will be updated. Don't be alarmed or upset! For everyone who has played The Braves: Beginning and completes the training in the full version of the game, we have prepared pleasant prizes as a token of gratitude for your loyalty!


That's all for now. Very soon we will be able to meet you in the full version of the game, stay with us, we will be very happy to see you!
The Braves: Beginning - Mary
Hello, Braves!

It's time for a new release of the Dev Diary, which means today we will share more secrets from the world of The Braves with you.

Today we want to show you some inhabitants of the sandy Dunes who are already preparing their weapons to attack you!

Ancient monsters have awakened from centuries-old slumber, so beware, as before you stand the patron of the necropolis - Anubis, and the Mystical Sphinx, the master of riddles! The battle with them will be legendary, and if you manage to defeat them, countless treasures await you buried beneath the sands of time.


Now it's time to meet the minions of the rulers of the Dunes. Even death cannot resist dark magic, and you will face not only ordinary decaying skeletons but also ancient king-priests who have retained their power. In these sands, you can encounter giant insects and creepy scarabs, but if you hear the hissing of hundreds of snakes, avert your gaze, as the gaze of the medusa can turn you into stone!



We would also like to introduce you to a mysterious assistant who will be by your side from the very beginning of the game, providing valuable advice when you need it.



We are also pleased to announce that we have prepared unique achievements for true warriors, which only the strongest and most tenacious can obtain! Among them, you will find achievements for defeating bosses, for defeating bosses under special conditions, for improving your armor, as well as for upgrading buildings in your village!


Important information! We remind you that soon the full version of our game will be released, which means that The Braves: Beginning will be closed, and the whole gameplay will be updated. Don't be alarmed or upset! For everyone who has played The Braves: Beginning and completes the training in the full version of the game, we have prepared pleasant prizes as a token of gratitude for your loyalty!


That's all for now. Very soon we will be able to meet you in the full version of the game, stay with us, we will be very happy to see you!
Wild Life - ๖ۣۜPower๖ۣۜpuncher
Good day all, welcome to this week’s progress report.

Level:
The majority of our level department was on easter vacation and will resume work next week but we are making progress on flora model research with one of our freelance artists.




Code:
Continuing the implementation of the combat system rework.

Character:
Working on a dedicated outfit for Professor Uruk. Zumon’s outfit is almost finished, this is a sandbox variation using a jeans texture.




Animations:
Implementing the latest batch of NPC routine animations into the engine.
The dialogue emotion animation test has been going quite well, check the video out where we show the current state.
Started animation work for the combat system.



Design:
Added a new NPC to Apoc, who can engage in pillory fun with Maya.
Added a new Max quest for Jadeen including the sex minigame from the demo.
Working on Cutscene Mocap Implementation.


Thank you for all your continued support,
-Wild Life Team
OTXO - Nate
Hey all!

This has been a long time coming, but this patch adds support for mouse sensitivity. You can adjust it by going to the Accessibility section of the options menu, and choose to use the default desktop mouse speed, or manually set your own speed.

Here's a list of everything else that's in this patch:
  • Mouse Sensitivity setting
  • General optimizations and bug fixes
  • Baileya 12 buffed slightly

Thanks for playing!
Kerbal Space Program 2 - mikey
Hey! I’m Jon Cioletti, the Senior Technical Artist focused on lighting and VFX here at Intercept
Games! In celebration of the upcoming total solar eclipse, today we are looking at some of the
lighting tech around eclipses in KSP2 - but first we have to talk about eclipses in REAL life!

To help with that, we reached out to one of our friends over at NASA: Senior Visualization Designer AJ Christensen. AJ works at NASA's Scientific Visualization Studio (SVS), where he develops visualization techniques and designs data-driven imagery for scientific analysis and public outreach. AJ was kind enough to take some time out of his busy day to answer a few questions to kick this Dev Diary off right:

Can you describe an eclipse and why it is a special event?
There are a lot of objects in space that pass between the Earth and the Sun at various times. We usually call it a “transit” when something that appears much smaller than the disk of the Sun passes in front of it, like an asteroid, or the International Space Station, or Venus.


Credit: NASA/Joel Kowsky

But through a crazy coincidence of physical size and distance from Earth, the apparent size of the disk of the Moon in the sky is almost exactly the same as the apparent size of the disk of the Sun in the sky, and so when the Moon transits in front of the Sun, we call it an eclipse because it blocks out a significant part of the Sun’s light.

The Moon actually orbits around Earth approximately every 27 days, so you might think we would see an eclipse every 27 days, but because of the tilt of that orbit, the Moon is usually not lined up with the Earth and Sun. For this reason, a lot of orbits result in no eclipse, or only a partial eclipse.

The total eclipse happening on April 8th is a rare event where the Earth, the Moon, and the Sun are all in a straight line, and the United States will be on the “day side” of the planet, meaning we get to experience the Sun being completely blocked out by the Moon for a few minutes in any given location along the path of totality.


Credit: NASA Scientific Visualization Studio


What should people expect to see when viewing the eclipse?
Anyone within the contiguous United States will be able to see the eclipse in some way on April 8th. If you are outside the path of totality, you will have several hours to witness a partial eclipse in the middle of the day. This means that the Sun will have a bit of a crescent shape, but it will not completely block the Sun. This is a fun time to put on approved solar eclipse viewing protective glasses and look at the shape of the sun, and to make pinhole projectors out of colanders or crisscrossed fingers to see lots of little crescent shadows on the ground.

If you are inside the path of totality, which is about 100 miles wide and travels from Texas to Maine, you will see that partial eclipse for several hours, but right in the middle will be 3-4 minutes of totality when the bright disk of the Sun called the “photosphere” is completely blocked. During totality, the temperature will drop, crickets may start chirping, and you will see sunset colors in the sky in 360-degrees all around you.


Credit: NASA Scientific Visualization Studio

If you are able, it is definitely worth trying to get inside the path of totality. One place of many that you can find more information to plan a trip is this visualization my colleagues made:

Credit: NASA Scientific Visualization Studio


What happens to the Sun's light during an eclipse?
In the words of “Mr. Eclipse” Fred Espenak, a retired NASA astrophysicist, “there are no special eclipse rays.” The Sun continues to be what it always is – an extremely bright object in the sky that hurts to look at. This is why NASA insists that anyone viewing the eclipse should wear approved eclipse-viewing lenses, because even during a partial eclipse, you are still looking directly at the Sun. (Note, cameras can also be damaged if they look directly at the sun without a solar filter.)

However, in the last seconds before totality, there are some dazzling effects we can see. The first to occur is called the “Diamond Ring Effect”. This is where some of the sun’s light wraps around the horizon of the moon like a ring, and a sliver of light still at the edge creates a huge amount of glare like a diamond.

Credit: NASA/Carla Thomas

The next effect we call “Baily’s Beads” which are visible for only a moment – these are a line of bright spots of light that poke through the valleys on the edge of the Moon.

Credit: NASA/Aubrey Gemignani

And finally, once the Sun is completely covered by the moon, we get to see magic of the Solar corona, long tendrils of illuminated plasma in the Sun’s atmosphere. The corona is always there in the sky, but it is usually completely covered up by glare from the disk of the Sun, which is about 1 million times brighter than the corona. For these 3 or 4 minutes of totality, we recommend taking off your eclipse glasses and soaking in the corona with your bare eyes.

Credit: Miloslav Druckmüller, Peter Aniol, Shadia Habbal/NASA Goddard, Joy Ng

Once totality ends, Baily’s Beads and the Diamond Ring will appear again and we recommend putting your eclipse glasses back on to enjoy the rest of the partial eclipse.


How does that inform your work with the Visualizations team at NASA?
My team is called the Scientific Visualization Studio, and we use both observed and computed data to make images and videos that explain science research. We have been working closely with scientists and communicators across NASA to create computer graphics imagery to help explain what the April 8th eclipse will look like on the Earth’s surface and in the sky, the surprising geometry of the Earth-Moon-Sun system, and more.

We even recently published a game aimed toward younger audiences on NASA’s SpacePlace website called “Snap It!” that gets into what transits are and how eclipses are a special kind of transit. You can find it here.

And, of course, you can view thousands of visualizations about the eclipse and other science topics at our website.



Now that we've got a good idea of what happens during eclipses in real life, let's jump into the game!

Directional Lighting
To try and simulate the lighting we see in our solar system we use a variety of systems, but for the eclipse we’ll be focusing on our direct lighting solution with the star of the solar system: Kerbol. While a star technically emits light in all directions, in our game we only really need to care about the star’s light that reaches our player. To handle this, we use a Directional Light which, by definition, is located infinitely far away and emits in one direction only.



This works great for lighting our worlds with an intense light from a single distant source like a star. This directional light is also responsible for the direction that all shadows are cast in game.

To make this directional light behave more like an actual star, we attenuate its intensity based on distance and occlusion. Distance is the easier of the two. If the player flies their Kerbals way out towards Eeloo they’ll noticed their vessel gets much dimmer. Looking back at Kerbol they can see it shrinking in the skybox as well. To manage this, in the lighting code we attenuate the light’s intensity based on the Inverse Square Law which states that “the intensity of the radiation is inversely proportional to the square of the distance”. The formula looks a little something like this: 1 /x ² . Things like artist adjustable overrides and camera auto-exposure play into the lighting too, but in general throughout the solar system, the further you get from the star, the dimmer it gets.

For smaller objects like terrain, buildings, and parts, we use shadows to show light being occluded. But for something as huge as a celestial body we track how much they block our Kerbals from the star itself to attenuate the light intensity appropriately. As an example, we’ll use a solar eclipse with Kerbol and the Mun.


Intersection of Circles
When you think about it in a flat 2D space, this is just two circles intersecting each other. If that’s the case then we can solve for the area of overlap to determine how occluded Kerbol is. The diagrams and formulas below show more of the math being done behind the scenes:

Our lighting system holds a reference to the current SOI celestial body, that body’s star and any neighboring bodies. All of these bodies are projected into a normalized sphere around the player where the system checks if any bodies are going to intersect. We can quickly verify this by checking if the sum of the body’s radii are greater than or equal to the distance between them. Once we pass this check, the intersection code starts and we begin solving for the amount of overlap to determine the percentage a body is blocked.



First step is to solve for the distance each circle is from the center of the intersection. To do this we use the equation of a circle and populate it with the values we know.
C₁: x² + y² = r₁²
C₂: (x - d)² + y² = r₂²

Then, isolate y² in each equation and combine both equations like so:
y² = r₁² - d₁²
y² = r₂² - (d₁ - d)²
r₁² - d₁² = r₂² - (d₁ - d)²

Finally, we can solve for d₁ and d₂ :
d₁ = (r₁² - r₂² + d²) / 2d
d₂ = d - d₁

After that we can begin solving for the angle of the sector formed when tracing the radii of our celestial body to the intersection points:



With our new θ₁ and θ₂ in radians, we can solve for the area of each body’s overlapping segment A₁ and A₂. The following formula is derived by subtracting the area of the triangle from the area of the sector formed by this angle:
Area of a triangle = (1/2)r² sin⁡θ
Area of a sector = (1/2)r² θ

Area of segment = ((1/2)r² θ) - ((1/2)r² sin⁡θ) = (r² / 2) * (θ - sin⁡θ)

A1 = (( r₁² ) / 2) * (θ₁ - sin⁡θ₁)
A2 = ((r₂²) / 2) * (θ₂ - sin⁡θ₂)

Total Area = A1 + A2



And there you have it, the area of overlap for the celestial body. This can then be used to determine the percentage of visibility the further body has by subtracting the occluded area from the total projected circle area and with that number we can scale the intensity of the light emitted by that source body. In our case for the eclipse that will dim the Kerbol’s intensity as the Mun passes over.



Lens Flare Occlusion
The final piece of the puzzle here is the lens flare of the star changing to show that it has been occluded by the Mun. The same visible percentage value is passed through to the lens flare system where it attenuates the scale of the flare to match the reduction of directional lighting in the environment. Unfortunately, this doesn’t capture the details of a total solar eclipse though.



We have plans to improve the look of eclipses and celestial body occlusion beyond attenuation and add more noticeable “flair” to a total eclipse like Kerbol’s corona peeking out from behind the Mun!

We’ll be keeping a close eye on the next total solar eclipse as reference and inspiration! And, if you're nearby and able to, we hope that you join us on April 8th in safely viewing this awesome event right above our heads.

Thanks to AJ and everyone over at NASA for contributing to this Dev Diary - and thanks to you for reading!

Cioletti


Keep up with all things Kerbal Space Program 🚀
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Arhaekon - Predict Edumedia
Explorers of Arhaekon,

Check out the latest changes and fixes described below.

Fixes:
• Fixed altars of devlod being the only ones being spawned after battles.
• Fixed Main UI sometimes disappearing upon closing scriptorium.
• Fixed Battle UI sometimes failing to display.
• Fixed augment slot unlocking causing fake formation insertion of unit.
• Fixed slashing impact particle effect causing shadow-casting lights to create artifacts.
• Fixed some situations in which cleric AIs wouldn't use their healing ability as intended.
• Fixed situations in which AI's attempt to swap to a safe tile would fail.
• Fixed some rare crash instances.
• Fixed some instances of dungeon generation failures not being handled as intended.
• Fixed crafting ingredient slot not supporting replacement of ingredient as intended.
• Fixed unit upgrades not actually applying currency costs.
• Fixed treasure rooms often not containing loot containers.


Changes:
• Increased health-level progression of enemy units in order to keep difficulty curve challenging in mid-game.


Stay tuned for more updates!










Forza Motorsport - T10Yaachts

Tune in on Monday, April 8 at 9am PT to see the track, cars, and events featured in Forza Motorsport Update 7! https://www.youtube.com/@Forza
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