2017. ápr. 4.
Super Mixtape - Polygrammatic


So a big update for Super Mixtape is here in two parts with another big update literally around the corner. For those that know me, or know much about what is happening with Super Mixtape, I have been working two jobs (indie dev life) to pay for life, and make Super Mixtape. I currently work 40 hours a week in a laboratory as a technical admin to pay for the development of Super Mixtape, then before and after work, and weekends, I work on Super Mixtape. I have also been massively overhauling some of the background things within the game to make it load faster, run smoother and play nicer. As well as changing the country I live in, and working on the Xbox One build, things have been a little bit hectic.

So skip all that boring stuff, what’s changed in Super Mixtape and what have we got to look forward to?

What’s New in Super Mixtape:

  • New menu - Simpler text menu. Can be used with keyboard and mouse, controllers or custom devices. Don’t need to reload the game to change the input device, all works on the go.
  • Arcade Mode added. - Arcade mode has been added to the menu system and at the moment currently has it’s own ending screen and will have a sub menu eventually with leader boards for arcade mode.
  • Arcade Mode Level - This is an ongoing thing. You will see the level progress over the coming time.
  • Full JSON support with Modding for the character controls, gravity, player massa, drag and angular drag.
  • Moved Super Mixtape from GitHub to another provider.
  • New Character MiniDiscKiller added in arcade mode. When you are hit by an enemy or enemy object (coming soon) you get a small knockback and fall through the world. Needs to be added to story mode. (In arcade mode you are taken back to the start rather than using the checkpoint system. In story mode, these will need to work on the checkpoint system.
  • New Character CDaemon - More info coming soon!
  • Checkpoints now show a ghost of Mix so you know when you have gone through a checkpoint.
  • Level 1 platforms have been made seamless, and all tutorial acts have been updated.
  • Main menu now responds to the audio in a different way to make it more subtle and less ‘sea-sick’.
  • Door colours have been updated so that you can see which key is for which door.
  • Level changes in puzzles to help with the flow of the game, and speed routes have been included so you can fly through the levels and beat the time if you want to.
  • On screen timer so you can see how much time has been spent in each level.
  • Steam trading cards, Steam emoticons and Steam Badges added for Super Mixtape. Can’t go live until backgrounds are complete.


What’s next in Super Mixtape

  • Completed Arcade mode level, level 2 to 5 (all acts). Level 2 is a vertical based level where you will have to traverse heights to complete puzzles, dodge enemies and platform you way across the beat to find Master Blaster. Level 3 is a little more interesting and you will have to work your way to the center. More information on that will be coming soon!
  • This is the first part of the arcade mode update, I’m currently testing how the level changes after each run through. Once that is complete, the rest of the level will be opened up. I also want to test how moving enemies work in-game on steam and spend a few days playing with them.
  • I have been streaming the development of Super Mixtape over on Twitch https://www.twitch.tv/itschristo so if you see i’m live, make sure you pop by and say hello and get a sneak peek at what’s happening.
As always, thanks for your ongoing support. Stay tuned for more!
2017. ápr. 4.
Super Mixtape - Polygrammatic


So a big update for Super Mixtape is here in two parts with another big update literally around the corner. For those that know me, or know much about what is happening with Super Mixtape, I have been working two jobs (indie dev life) to pay for life, and make Super Mixtape. I currently work 40 hours a week in a laboratory as a technical admin to pay for the development of Super Mixtape, then before and after work, and weekends, I work on Super Mixtape. I have also been massively overhauling some of the background things within the game to make it load faster, run smoother and play nicer. As well as changing the country I live in, and working on the Xbox One build, things have been a little bit hectic.

So skip all that boring stuff, what’s changed in Super Mixtape and what have we got to look forward to?

What’s New in Super Mixtape:

  • New menu - Simpler text menu. Can be used with keyboard and mouse, controllers or custom devices. Don’t need to reload the game to change the input device, all works on the go.
  • Arcade Mode added. - Arcade mode has been added to the menu system and at the moment currently has it’s own ending screen and will have a sub menu eventually with leader boards for arcade mode.
  • Arcade Mode Level - This is an ongoing thing. You will see the level progress over the coming time.
  • Full JSON support with Modding for the character controls, gravity, player massa, drag and angular drag.
  • Moved Super Mixtape from GitHub to another provider.
  • New Character MiniDiscKiller added in arcade mode. When you are hit by an enemy or enemy object (coming soon) you get a small knockback and fall through the world. Needs to be added to story mode. (In arcade mode you are taken back to the start rather than using the checkpoint system. In story mode, these will need to work on the checkpoint system.
  • New Character CDaemon - More info coming soon!
  • Checkpoints now show a ghost of Mix so you know when you have gone through a checkpoint.
  • Level 1 platforms have been made seamless, and all tutorial acts have been updated.
  • Main menu now responds to the audio in a different way to make it more subtle and less ‘sea-sick’.
  • Door colours have been updated so that you can see which key is for which door.
  • Level changes in puzzles to help with the flow of the game, and speed routes have been included so you can fly through the levels and beat the time if you want to.
  • On screen timer so you can see how much time has been spent in each level.
  • Steam trading cards, Steam emoticons and Steam Badges added for Super Mixtape. Can’t go live until backgrounds are complete.


What’s next in Super Mixtape

  • Completed Arcade mode level, level 2 to 5 (all acts). Level 2 is a vertical based level where you will have to traverse heights to complete puzzles, dodge enemies and platform you way across the beat to find Master Blaster. Level 3 is a little more interesting and you will have to work your way to the center. More information on that will be coming soon!
  • This is the first part of the arcade mode update, I’m currently testing how the level changes after each run through. Once that is complete, the rest of the level will be opened up. I also want to test how moving enemies work in-game on steam and spend a few days playing with them.
  • I have been streaming the development of Super Mixtape over on Twitch https://www.twitch.tv/itschristo so if you see i’m live, make sure you pop by and say hello and get a sneak peek at what’s happening.
As always, thanks for your ongoing support. Stay tuned for more!
2016. dec. 22.
Super Mixtape - Polygrammatic


Almost the end of this chapter ready for the content drive!

The public 'feel' of the game and controls phase is coming to an end and has been extremely useful in fine tuning elements in Super Mixtape to make it feel more natural given that it has a fairly complex control scheme. After these last few updates, and the engine update, I will be moving Super Mixtape into content mode and will be releasing the future levels for the game now that I know none of the physics of the game need to be changed heavily at this point. There's also plans for some fun 'modes' to be introduced into the game, so keep your eyes open for that.

This last sprint has had a lot of focus on infrastructure and systems, with moving off my personal server onto a work specific one, and closing my personal server down, which has been long overdue. I was hosting a lot of websites there for friends and other small companies, so have been migrating them to their own servers. I have also started planning a new trailer for the game ready for V0.4.0.0.

Steam Trading cards and Steam badges for Super Mixtape are currently underway and will be active very soon, I will post a small announcement when they go live, so keep your eyes open for them as well!


What's new in V0.3.4.0A

  • TV Filter Bug - This bug was persistent for quite a long time, but after lots of hunting, testing and fixing, it is no more.
  • New Server - All of Super Mixtape and Polygrammatic has moved over to a new server, so most of the time in this last sprint has been moving the infrastructure across to the new system (which is great!).
  • Engine Upgrade - Super Mixtape is now running smoothly on Unity 5.5 with everything tested and working (no issues so far).
  • Full Controller Support - Super Mixtape now works with the Steam controller using it's 'out the box' configuration. As always, you can customise the controls in the Unity Launcher.
  • Menu tweaks - There has been some small tweaks to the main menu, there is currently a selection bug where it has your previous selection selected. This is top of the list to fix in the next update.
  • Level tweaks - There have been some minor level tweaks in Level 1 Act 2 and 3 to help with the flow of these levels.


What's next

  • Steam Badges - More info coming soon
  • Steam Trading Cards - More info coming soon
  • Bug fixing - There is a small menu but at the moment (highlighted above) to be fixed immediately.
  • End level animations - Have the cassette draw open when Mix gets close to show the player that they need to jump in to end the level.
  • Menu - I'm still not happy with the menu at all so A) suggestions are more than welcome and B) maybe I should just go back to basics and make it super simple, reminiscent of the Commodore 64 days?
  • Platforms - Platforms across level 1, act 1, 2 and 3 need to be made seamless and remove the connecting lines that are there form assembling the level.
  • Checkpoint no returns - Make all the checkpoints, points where the player can no longer return back through the level if there is an audio section change and moving platforms are involved. This stops the player potentially getting 'stuck' in an area that they cannot get free from as they can no longer move the beats.
  • Hints - Level 1 act 2 and level 1 act 3 hints need to be added to the levels to give gentle reminders to the player at difficult points.
  • Ending Animation - I need to add a small animation where Mix does "something" after jumping into Master Blaster.
  • Music Player - More work on the in-game music player, with the hope of introducing it in the new year.

Alongside this update I have been planning and thinking about reintroducing enemies in the game at the beginning of Level 2 Act 1, and have also been planning on finding a way of 'justifying' the checkpoints so that the player knows when they are now 'safe'. I was thinking of using pencils to denote this?

As always, stay up to date with development over on Trello and on Twitter.

Christo
2016. dec. 22.
Super Mixtape - Polygrammatic


Almost the end of this chapter ready for the content drive!

The public 'feel' of the game and controls phase is coming to an end and has been extremely useful in fine tuning elements in Super Mixtape to make it feel more natural given that it has a fairly complex control scheme. After these last few updates, and the engine update, I will be moving Super Mixtape into content mode and will be releasing the future levels for the game now that I know none of the physics of the game need to be changed heavily at this point. There's also plans for some fun 'modes' to be introduced into the game, so keep your eyes open for that.

This last sprint has had a lot of focus on infrastructure and systems, with moving off my personal server onto a work specific one, and closing my personal server down, which has been long overdue. I was hosting a lot of websites there for friends and other small companies, so have been migrating them to their own servers. I have also started planning a new trailer for the game ready for V0.4.0.0.

Steam Trading cards and Steam badges for Super Mixtape are currently underway and will be active very soon, I will post a small announcement when they go live, so keep your eyes open for them as well!


What's new in V0.3.4.0A

  • TV Filter Bug - This bug was persistent for quite a long time, but after lots of hunting, testing and fixing, it is no more.
  • New Server - All of Super Mixtape and Polygrammatic has moved over to a new server, so most of the time in this last sprint has been moving the infrastructure across to the new system (which is great!).
  • Engine Upgrade - Super Mixtape is now running smoothly on Unity 5.5 with everything tested and working (no issues so far).
  • Full Controller Support - Super Mixtape now works with the Steam controller using it's 'out the box' configuration. As always, you can customise the controls in the Unity Launcher.
  • Menu tweaks - There has been some small tweaks to the main menu, there is currently a selection bug where it has your previous selection selected. This is top of the list to fix in the next update.
  • Level tweaks - There have been some minor level tweaks in Level 1 Act 2 and 3 to help with the flow of these levels.


What's next

  • Steam Badges - More info coming soon
  • Steam Trading Cards - More info coming soon
  • Bug fixing - There is a small menu but at the moment (highlighted above) to be fixed immediately.
  • End level animations - Have the cassette draw open when Mix gets close to show the player that they need to jump in to end the level.
  • Menu - I'm still not happy with the menu at all so A) suggestions are more than welcome and B) maybe I should just go back to basics and make it super simple, reminiscent of the Commodore 64 days?
  • Platforms - Platforms across level 1, act 1, 2 and 3 need to be made seamless and remove the connecting lines that are there form assembling the level.
  • Checkpoint no returns - Make all the checkpoints, points where the player can no longer return back through the level if there is an audio section change and moving platforms are involved. This stops the player potentially getting 'stuck' in an area that they cannot get free from as they can no longer move the beats.
  • Hints - Level 1 act 2 and level 1 act 3 hints need to be added to the levels to give gentle reminders to the player at difficult points.
  • Ending Animation - I need to add a small animation where Mix does "something" after jumping into Master Blaster.
  • Music Player - More work on the in-game music player, with the hope of introducing it in the new year.

Alongside this update I have been planning and thinking about reintroducing enemies in the game at the beginning of Level 2 Act 1, and have also been planning on finding a way of 'justifying' the checkpoints so that the player knows when they are now 'safe'. I was thinking of using pencils to denote this?

As always, stay up to date with development over on Trello and on Twitter.

Christo
Super Mixtape - Polygrammatic


Edit: Build will be live within the next 24 hours or less.
Testing all screen resolutions for scaling bugs in the UI and menu.

So far in the past week since the last update, I have been working hard on adding new statistics to the end of the levels, a big backend slug I needed to get done, and have been getting feedback and spending time with players. Looking at what can be improved, what they thought of some puzzle ideas and the outlines of the built in music player. I have also been hunting some minor bugs with specific controllers, and ultra-wide support. Also we have new art assets for the user interface in a Commodore 64 style along side the Xbox One style, so those using a keyboard can clearly see the onscreen hints and tips.

I am planning on adding the music player pretty soon to give players a sneak peak of some of the audio to come in future levels. So far from testing, talking to players and just finding out what people think, i'm starting to get closer to thinking that the "feel" of Mix and how the main character moves throughout the world is fine.

You may have also noticed that small updates have been pushed out with minor improvements and fixes, but not noteworthy enough to push a large update announcement. Rather than spam players with info, I'm going to keep these large update announcements to new features, weekly updates, or anything major. Then all small updates, bug fixes and tweaks will just be fixed, updated and added to this weekly/fortnightly update.

If you missed it, Blot gaming news & reviews did a Super Mixtape Alpha: Preview review.

#Discussions_QuoteBlock_Author
"The game still exists in its Alpha stage, so there is a long way to go yet but plenty of promising signs. A spattering of new and interesting gameplay mechanics on top of the tried-and-true platformer foundation make this game one to keep an eye out for when its gets its full release."


What's new in V0.3.1.1A

  • New Menu - The intro screen has been massively improved and aligned with a more natural Commodore 64 style. Also looking at other "retro" styled games on Steam for what works / doesn't work. The levels are stacked like cassette tapes on their sides, then the acts for each levels are the inside of the cassette tapes.
  • End Screen Statistics - At the end of each level, there are new statistics about your performance, with everything in place to add some additional statistics.
  • Scaling - Minor screen scaling fixes.
  • Back end updates - I have been investing a lot of time in updating some of the back end areas of Super Mixtape to allow players to mix and match custom controllers, the audio interface, how the audio is loaded and other minor fixes that have helped the overall performance of the game and it's potential scalability.
  • Slow movement bug - I had a report of a bug where a player couldn't move on a very old laptop keyboard. I'm not 100% sure what the bug was, but I think I have fixed it, and they reported that it was gone, so I'm not sure if it's something I changed or something they have changed, but it has been highlighted and will be monitored.
  • Minor improvements and fixes. Perhaps I should make the GitHub changelog public or publish on the Super Mixtape Steam forums?

New Menu, cassette fallen on it's back to show the bottom. A chance to remind players about only being able to move when the magnetic strip is touching the ground.





Level select now shows a stack of cassettes for each level. Currently grayed out locked levels. Selecting each tape will change the skin and flash so you know which you have selected. After selecting a level you will see the list of acts in each level as the inside of a cassette case.



End screen stats have been updated and now show how much tape as spooled in meters and the time in a more readable format (minutes and seconds) rather than just seconds.




What's next

  • BUG - Going back up the menu doesn't un-animate the last known selected.
  • More statistics to the end screen.
  • Music player framework in place.
  • Another pass on the menu system.
  • More player testing.
  • Update Level 1 Act 2, and 3 with checkpoints, section changes to stop players going back too far and getting too lost (tutorial is meant to start easy and progressively get more complex, but not as hard as further levels). Think about oscillating the difficulty.
  • Animation for ending of level where Mix moves himself into the tape draw and the lid closes.
  • Have the lid open when mix gets close.


As always, stay up to date with development over on Trello and on Twitter.

Christo
Super Mixtape - Polygrammatic


Edit: Build will be live within the next 24 hours or less.
Testing all screen resolutions for scaling bugs in the UI and menu.

So far in the past week since the last update, I have been working hard on adding new statistics to the end of the levels, a big backend slug I needed to get done, and have been getting feedback and spending time with players. Looking at what can be improved, what they thought of some puzzle ideas and the outlines of the built in music player. I have also been hunting some minor bugs with specific controllers, and ultra-wide support. Also we have new art assets for the user interface in a Commodore 64 style along side the Xbox One style, so those using a keyboard can clearly see the onscreen hints and tips.

I am planning on adding the music player pretty soon to give players a sneak peak of some of the audio to come in future levels. So far from testing, talking to players and just finding out what people think, i'm starting to get closer to thinking that the "feel" of Mix and how the main character moves throughout the world is fine.

You may have also noticed that small updates have been pushed out with minor improvements and fixes, but not noteworthy enough to push a large update announcement. Rather than spam players with info, I'm going to keep these large update announcements to new features, weekly updates, or anything major. Then all small updates, bug fixes and tweaks will just be fixed, updated and added to this weekly/fortnightly update.

If you missed it, Blot gaming news & reviews did a Super Mixtape Alpha: Preview review.

#Discussions_QuoteBlock_Author
"The game still exists in its Alpha stage, so there is a long way to go yet but plenty of promising signs. A spattering of new and interesting gameplay mechanics on top of the tried-and-true platformer foundation make this game one to keep an eye out for when its gets its full release."


What's new in V0.3.1.1A

  • New Menu - The intro screen has been massively improved and aligned with a more natural Commodore 64 style. Also looking at other "retro" styled games on Steam for what works / doesn't work. The levels are stacked like cassette tapes on their sides, then the acts for each levels are the inside of the cassette tapes.
  • End Screen Statistics - At the end of each level, there are new statistics about your performance, with everything in place to add some additional statistics.
  • Scaling - Minor screen scaling fixes.
  • Back end updates - I have been investing a lot of time in updating some of the back end areas of Super Mixtape to allow players to mix and match custom controllers, the audio interface, how the audio is loaded and other minor fixes that have helped the overall performance of the game and it's potential scalability.
  • Slow movement bug - I had a report of a bug where a player couldn't move on a very old laptop keyboard. I'm not 100% sure what the bug was, but I think I have fixed it, and they reported that it was gone, so I'm not sure if it's something I changed or something they have changed, but it has been highlighted and will be monitored.
  • Minor improvements and fixes. Perhaps I should make the GitHub changelog public or publish on the Super Mixtape Steam forums?

New Menu, cassette fallen on it's back to show the bottom. A chance to remind players about only being able to move when the magnetic strip is touching the ground.





Level select now shows a stack of cassettes for each level. Currently grayed out locked levels. Selecting each tape will change the skin and flash so you know which you have selected. After selecting a level you will see the list of acts in each level as the inside of a cassette case.



End screen stats have been updated and now show how much tape as spooled in meters and the time in a more readable format (minutes and seconds) rather than just seconds.




What's next

  • BUG - Going back up the menu doesn't un-animate the last known selected.
  • More statistics to the end screen.
  • Music player framework in place.
  • Another pass on the menu system.
  • More player testing.
  • Update Level 1 Act 2, and 3 with checkpoints, section changes to stop players going back too far and getting too lost (tutorial is meant to start easy and progressively get more complex, but not as hard as further levels). Think about oscillating the difficulty.
  • Animation for ending of level where Mix moves himself into the tape draw and the lid closes.
  • Have the lid open when mix gets close.


As always, stay up to date with development over on Trello and on Twitter.

Christo
Super Mixtape - Polygrammatic


So far no tweaks have been made to the physics of Mix and the World. I will be sending out YouTuber, Streamer and Review keys for Super Mixtape over the coming day(s) once the narrative elements and hints/hint locations have been updated.


What's new in V0.3.0.3A

  • End Screen Statistics - At the end of each level you will now see how long you took to complete the level as well as how much tape you spooled on mix in meters.
  • Level 1 Act 1, 2 and 3 - Narrative and hint boxes updated and improved with new text.
  • Narrative & hint box UI have been updated to be cleaner and more aligned with the current Commodore 64 theme.
  • Backend - Super Mixtape now tracks the time you have taken to complete levels as well as how much tape you have spooled moving through the world. When achievements are implemented, there will be an achievement if you spool a full C90 cassette tape worth of tape.
  • Zoom button has been added to Xbox One controller as well as keyboard.
  • NEW FEATURE: Restart to last checkpoint - You can now restart to last activated checkpoint.
  • Controls - A full list of keyboard & mouse and Xbox One wireless controls have been added to the Steam Community Forums here.


What's next

  • More statistics to the end screen.
  • Hints and hint locations for Level 1 Act 2 and 3.
  • New Menu re-implemented

As always, stay up to date with development over on Trello and on Twitter.

Christo
Super Mixtape - Polygrammatic


So far no tweaks have been made to the physics of Mix and the World. I will be sending out YouTuber, Streamer and Review keys for Super Mixtape over the coming day(s) once the narrative elements and hints/hint locations have been updated.


What's new in V0.3.0.3A

  • End Screen Statistics - At the end of each level you will now see how long you took to complete the level as well as how much tape you spooled on mix in meters.
  • Level 1 Act 1, 2 and 3 - Narrative and hint boxes updated and improved with new text.
  • Narrative & hint box UI have been updated to be cleaner and more aligned with the current Commodore 64 theme.
  • Backend - Super Mixtape now tracks the time you have taken to complete levels as well as how much tape you have spooled moving through the world. When achievements are implemented, there will be an achievement if you spool a full C90 cassette tape worth of tape.
  • Zoom button has been added to Xbox One controller as well as keyboard.
  • NEW FEATURE: Restart to last checkpoint - You can now restart to last activated checkpoint.
  • Controls - A full list of keyboard & mouse and Xbox One wireless controls have been added to the Steam Community Forums here.


What's next

  • More statistics to the end screen.
  • Hints and hint locations for Level 1 Act 2 and 3.
  • New Menu re-implemented

As always, stay up to date with development over on Trello and on Twitter.

Christo
Super Mixtape - Polygrammatic
A few minor improvements and changes, Keyboard controls have been addressed as well as allowing players to smoothly zoom out in the level so see how to navigate sections.

What's new in V0.3.0.2A
All keys can be rebound in the Unity Launcher
  • NEW FEATURE: Mouse wheel zooms out so you can see what is ahead of you in the level or get a better look at the puzzle. Needs to be added to Xbox One Controller as well.
  • Keyboard Control Improvements: Move mouse left and right to rotate Mix in the air left of right.
  • Keyboard Control Improvements: Left mouse button jumps from the left, and right mouse button jumps from the right, as well as a bind-able key, such as q and e.
  • Keyboard Control Improvements: Flip world is defaulted to Spacebar, but can still be customized by the player.
  • Keyboard Control Improvements: Pause menu selection selectable with space or return key.
  • Keyboard Control Improvements: Mouse wheel added to pause menu for moving up and down.
  • Hint locations have been improved and reduced in size in a few test areas.

Next
  • Hints - Need to be re-positioned and populated with useful information, i.e. hints...
  • Information in Narrative boxes - Before adding narrative to Master Blaster interactions, Master Blaster will just give information about what you are doing with the occasional piece of wit.
  • Checkpoint restart button - If you get stuck, you can use a button on your controller or keyboard to restart you to the last known checkpoint.
  • Some other interesting features to be announced


Thanks for the continued feedback. I'm thinking about doing a more in-depth weekly update rather than a small update every day or two with changes. I want to keep the development 'release early, release often' but don't want to spam everyone with updates.

I might move updates to forum posts and do one weekly announcement. Maybe?

Cheers
Christo
Super Mixtape - Polygrammatic
A few minor improvements and changes, Keyboard controls have been addressed as well as allowing players to smoothly zoom out in the level so see how to navigate sections.

What's new in V0.3.0.2A
All keys can be rebound in the Unity Launcher
  • NEW FEATURE: Mouse wheel zooms out so you can see what is ahead of you in the level or get a better look at the puzzle. Needs to be added to Xbox One Controller as well.
  • Keyboard Control Improvements: Move mouse left and right to rotate Mix in the air left of right.
  • Keyboard Control Improvements: Left mouse button jumps from the left, and right mouse button jumps from the right, as well as a bind-able key, such as q and e.
  • Keyboard Control Improvements: Flip world is defaulted to Spacebar, but can still be customized by the player.
  • Keyboard Control Improvements: Pause menu selection selectable with space or return key.
  • Keyboard Control Improvements: Mouse wheel added to pause menu for moving up and down.
  • Hint locations have been improved and reduced in size in a few test areas.

Next
  • Hints - Need to be re-positioned and populated with useful information, i.e. hints...
  • Information in Narrative boxes - Before adding narrative to Master Blaster interactions, Master Blaster will just give information about what you are doing with the occasional piece of wit.
  • Checkpoint restart button - If you get stuck, you can use a button on your controller or keyboard to restart you to the last known checkpoint.
  • Some other interesting features to be announced


Thanks for the continued feedback. I'm thinking about doing a more in-depth weekly update rather than a small update every day or two with changes. I want to keep the development 'release early, release often' but don't want to spam everyone with updates.

I might move updates to forum posts and do one weekly announcement. Maybe?

Cheers
Christo
...

Keresés a hírekben
Archívum
2024
Nov   Okt   Szept   Aug   Júl   Jún  
Máj   Ápr   Márc   Febr   Jan  
Archivált elemek év szerint
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002