CROPS! - Bocary
Greetings Cropsters,

The German localization has been added to the game.

Other than that there's a few balance changes. Here are the patch notes:

  • German localization added.
  • Font changed for new field types (--> better readability).
  • Agility (field buff) nerf: Now gives +3 fields instead of +4.
  • Health (field buff) change: Now gives +5 health instead of +8, but gives +4 new fields instead of +3.
  • Power (field buff) buffed: Now gives +4 new fields instead of +3.
  • Bugfixes and localization fixes.

Currently brewing on some new content and more localizations.
Stay tuned

//Bocary




Warlordocracy - brianlancaster45
Started working on more powerful gemcracks and magic, adding a couple new script commands for that purpose. New detect commands for spells that scan the map for certain materials or species, etc. Pretty much all spells should be finished in the next patch and I'll have more details then.

Weapons now degrade at half the speed, so you don't have to worry about repairs as often. New parameters for attack command, so now most combat abilities bypass evasion and parry. Increased accuracy with expensive bows and in extreme weather, gave more baddies natural parry (like boars).

New review from Games Ardor: https://gamesardor.net/warlordocracy-chapter-3-review/


Complete list of changes:

-Weapons now last twice as long (10% chance to degrade instead of 20% each hit).
-New script command "missile" draws missile of given sprite to current object from default object.
-New script "objDetect" script commands to show glimmers and nearby object counts of material, species, etc.
-New optional parameter for "objAttack" command (1=ignore evade, 2=ignore parry, 3=ignore both).
-Gave natural 20% Parry to many animals/monsters (boar, shark, eberan, ratfolk, etc.).
-Increased difficulty of first Patron Stories map, updated mobile and weapon stats.
-Increased aim of crossbows and composite bows by 10%.
-Decreased aim penalty slightly in extreme weather.
-Worked on new gemcrack objects (not finished).
-Fire now automatically dies on water tiles.
-Updated Manuals.
Piczle Cross: Story of Seasons - Score Studios
Get Piczle Cross: Story of Seasons at 30% off this Steam Summer Sale! Enjoy over 350 relaxing nonogram puzzles based on everybody's favourite farm-sim game series!
Jun 30, 2024
YoloX - Crosshair Overlay - Dragonrise Games
Added a few new features to address issues that came up. Most importantly "The Finals" complaining about YoloX. So a new "Compliance Mode" has been added to make anticheat games like this one happy. This feature is off by default for now, but will likely become the default operation next update.

Also an FPS limiter and VSync option. By default YoloX will now cap itself to 40ps to improve FPS impacts some may have noticed. These FPS impacts, caused by more complex crosshairs, are still considered a bug and will be fixed in a future update.

Otherwise dash action support and a few minor fixes.

UPDATES
  • NEW: Compliance Mode: Allows YoloX to work with pickier anticheat games like "The Finals".
  • NEW: Actions: Added sprint/dash action.
  • NEW: Performance: Added VSYNC and limit FPS settings. Default is VSYNC off with 40FPS cap.
  • FIX: Menu: Stopped showing app help popup while main menu minimized.
  • FIX: Editor: Color conversion problems in color picker.
  • FIX: Editor: Radius not saving for non-pattern arc shape.
UPCOMING
Several folks asked for more complex create features like animation transitions. I'll look into this but it can only be so useful with sliders and buttons. So my thinking is to introduce scripting support to offer full freedom over crosshair design and behavior :)
  • Performance: Improve performance for more complex crosshairs.
  • Create: Allow animations to blend between actions.
  • Create: Scripting support
  • Create: Easier animations using tweens.
  • Create: Import animated GIFs (and whatever other format is animated + transparent).
Feedback greatly appreciated! - Steam - Reddit - Email

May you guru in your pew pew! ːsteamhappyː
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...
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