Parse-O-Rhythm - sup3r87
🔧 Sunday Devlog 8: Rapid Reconstruction

Welcome back! The game is currently under some very dusty maintenance, but it will allow the creation of new levels to be greatly sped up. Additionally, this is the first time the log is being uploaded to Steam, more on that in a bit. Let's talk about it all in this devlog!!

Reformatting stuff

The big reason I have to re-format a lot of code is because the game was initially just made to hold four songs and no more. Making a system that wasn't easy to expand allowed the game to be finished in time for the jam, but it has meant that most of my entire week has solely been spent on reformatting everything so the game can have as many songs as it wants.

For example, each button in the game that opens a new song is actually the same button. They're assigned different numerical names in-engine, and whenever the home screen loads, they read their own name and determine what title to show, what song to take the player to, and more.


This is all that's needed to get the object's name

In the old system, these buttons just used a router to select between multiple text blocks and send that to the rest of the object to set its name:



However, the final game is planned to have 30-40 songs available. If I don't change how this works, this small tower of 4 text behaviors is going to turn into a 40 behavior tall skyscraper that is very hard to edit and manage.

So, rather than build a 40 behavior tall skyscraper, I just smashed the titles into a list that can be added onto infinitely:


Much better!

Not only is this setup more compact and easier to read, if I ever want to add another song, all I do is add a new piece of text in the list and it's already done. Simple, clean, and bearable to look at!

It's not painfully obvious to some people who start using the engine I make games in (Flowlab), but lists are a very powerful and important tool. Back when I started using Flowlab again, while working on the game Galacdrive I basically never used lists. This resulted in code that I call "pillars of despair", massive, hideous chunks of code that are tedious to edit, lag the editor, and are needlessly oversized.

Here are some examples for your (in)convenience:


Wtf does this even do.




AAAAAAAAAAAAAAAAAAAAAAAA

There are more complex examples of how things got more modular, for example the new score saving system:


Old


New

But frankly, this would drag on a lot longer than it already has. TLDR tons and tons of reworking. Let's move on!

Upcoming demo (and game) features

Unfortunately, aside from all the code re-building, there isn't a ton of new stuff to report on for the game. However, the progress made this week has allowed me to promise a lot of cool stuff coming to the demo very soon, namely:

- A fix for that pesky bug where slashes aren't detected when your mouse is at the top of the screen
- Percentages (and letter ranks) being saved rather than just letters
- Tweaks to the player's animation to make the slashing look better
- A proper rainbow effect on the combo counter when on "perfect"

Oh right, the rainbow effect! Currently in the demo, when you get over 100 hits in a row with no misses, the visual on the combo counter turns white, while the text's highlights cycle through the rainbow.



This was because of a shader issue with the engine and how shaders interact with transparent objects. Turns out that you can't just color shift something and adjust its transparency.

However, PixelPizza once again suggested an alternative method of shifting the color via a different behavior than the shader behavior.



It worked, and now there's a real, proper rainbow effect when you're pulling a full combo!



Other news

You might be wondering why the devlogs are now on Steam. Originally, they were written on the Forums, but it was brought up on the discord if people would rather read the logs on the forums or Steam. Steam ended up securing the vote, so here we are!



We are thinking about adding calibration to the game - it's not super important in this game since you don't need to be extremely exact with your slashes, however it is still an essential feature in rhythm games. There'll be a poll relating to it soon on the discord!

Also, I've been working on upgrading the Steam page slowly, for example by adding the fact the game won the Winter Flowjam '24 into the awards section. Once a few more tracks are mapped, there will be a brand new trailer made for the store page that will pitch the game better, and it'll also show off some of the new songs!

We are cooking up a lot of cool stuff and I'm very excited to share more of it when it's more presentable next dev log. Thanks for reading as always!!

-Encabulated Games
Rugby League Live 4 - Tru Blu Games
Regretfully our NRL license has expired, so we will be removing Rugby League Live 4 from sale shortly.
Servers will remain running however, so existing players will be able to continue enjoying the game after this happens.

Thank you all for your support.
Rugby League Live 3 - Tru Blu Games
Regretfully our NRL license has expired, so we will be removing Rugby League Live 3 from sale shortly.
Servers will remain running however, so existing players will be able to continue enjoying the game after this happens.

Thank you all for your support.
Mr. Goofer’s Mini Game Arcade Party! - Svinta
THE STEAM STORE PAGE IS NOW LIVE! If you're reading this, please wishlist my game 'Mister Goofer’s Mini Game Arcade Party!', it would really mean a lot! And tell all your friends! I will post updates regularly, add more to the page, and will try to do as much as I can in terms of marketing and forming a community. Thank you so much! ~Keri (The Svinta Dev)
journey of reincarnation - masabokuri
We would like to inform you of the development status and release date of the English version of the DEMO, which has been waiting for you.

We have now completed updating the previously released Japanese version of the DEMO and have begun translating the English version.

At this pace, he should be ready to play by the beginning of August.


I "MASABOKURI" am translating it myself.


I am not a native speaker, but I want to tell this story to you in my own words, and I will do my best to translate it so that you can feel its living power, even though some parts may be poor.

Please look forward to it.


MSBgamedev:MASABOKURI
Jun 30, 2024
Board Wars - Trick Or Treat - MeggieMeg


Hey Trick or Treaters! I hope your not afraid of sharks. This week, we added our lake monster who is usually pretty friendly. But come Hallow's eve, he cant control his sweet tooth. If you explore the board enough, you just may unlock him. Who knows, maybe you can use him for your advantage...
Alex's Hope & Alex's Solitude - Duhop
Hi all, sorry to stay quiet for so long! We really appreciate all the supportive reviews for Alex's Hope & Alex's Solitude, our first ever visual novel!

This is just a very small update to tweak some parts of the UI, fix some very abrupt transitions that were bugging me, and update the game's engine (Ren'Py) to the latest version.

A much larger, entirely story-focused update to Alex's Hope in particular is likely in the books at some point, but me and the team's attention will be solely focused on our next visual novel, Alex's Journey to the Grave, for the foreseeable future.

In case you haven't heard of Alex's Journey to the Grave (AJG) before, it's actually a huuuge continuation and convergence of the stories in Alex's Hope & Alex's Solitude! Here's a short pitch: Alex's Journey to the Grave is a visual novel about a boy trapped by fate, and a girl in dire need of a friend. Help them through some of the hardest decisions of their life as you experience warmth, connection, tragedy, the inevitability of death... and the antics of a mysterious black cat.

Speaking of AJG, there is some relevant new information I can share for anyone who's interested! The game will not be linear like AH&AS, and is currently looking to weigh in at somewhere around the 100,000 word (~10 hour) mark, with 4 or more unique endings. We'll have the Steam page up some time this July, and a 15,000 word (~1.5 hour) demo is currently being polished up for a release hopefully some time in the next couple of months!

Thanks again for playing Alex's Hope & Alex's Solitude!

- Duhop, Violet Horizons Productions
Astatos - compymono
To the Crown Mages,

The latest update for Astatos is here! This update includes this month’s Hero Skin, along with a preview of some upcoming content!


Last month we completed programming the second part of Chapter II’s story, along with adding several new character expressions, sound effects, and Trial scenarios.

Progress has been made on the development of Cascade Trials including artwork, menu design, and dungeon generation programming.

The Steam Summer Sale is here till July 11!
If you're a fan of our music, be sure to check out the Original Soundtrack DLC for 20% off. Or invite some friends to play and save 28% off on the Game + OST bundle! Your support means a lot to us!

https://store.steampowered.com/app/1430970/Astatos/

https://store.steampowered.com/app/1764200/Astatos_Original_Soundtrack/

For the detailed list of changes implemented with Astatos v0.7.11, please read on below.

- From the team at Studio Klondike

New Content

  • Season VII of the Takeover Trial leaderboard has concluded. The top 100 players will receive a new player title sometime after the release of this patch.
  • A new Hero Skin has been made available as the monthly reward. The previous month’s Hero Skin has been added to the in-game store.
  • Kyros - The Rose of Pruna

Game Changes

  • Some typos have been corrected in the English version of the story.
Kitten Burst - Jam2go
-Fixed Bug where Vaporing into the last node allowed you to start a new race where you ended up
-Pando Blocks no longer stun Hapi when you Vapor through them.

-Vibrations are now disabled when paused or in a menu
-Vibrations when transitioning between levels are now disabled

-Fixed traveling to the Indigo race from the atlas
-Prevented Indigo map from teleporting you to BasilRIPs after visiting CC
-Created a failsafe for some cases where the yellow race doesn't save for some reason.

-Fixed a visual bug where the "Start Race" button didn't show as being selected when returning to the menu from a race.

-You can no longer talk to Hugo again when in 2B2F cutscene

-prevent Hapi from sitting in 2B2F cutscene
-Prevent Hapi from sitting at the start of a race
-Prevent Hapi from sitting when talking to someone (when they're not supposed to)
Skibidi Toilet Skibidi Boom - BackroomsCycle
Hi!

Game is now at 50% discount so get your friend that you always wanted to play this with and show him how you can finally kill TOILET TITAN and have your revenge on this monster!!!!

BOP BOP to victory!

THANKS! <3
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