MULLET MADJACK - WADEV
Speedrun.com will be hosting a speedrunning challenge for MULLET MAD JACK from July 19th to July 26th - go for your fastest times to gain priszes!




We had a special prize for the first place! An exclusive figurine!

TOP 5 will be featured on our credits on the future!

All participants will have a exclusive nick name of "mullet mad" on speedrun.com

Championship will start at JULY 19TH 7am EST:
For people over 18+ years only!

LEARN MORE HERE: https://www.speedrun.com/challenges/lwp40yez-MULLET_MAD_JACK-src-series-mullet-mad-jack-speedrun-challenge


FROM JULY 19TH TO 29TH on speedrun.com



PATCH 1.07


- NEW [NO RANDOM LEVELS] OPTION ADDED FOR SPEEDRUNING!


We crafted a long awayted fixed order of FLOORS for the comunity to optimize their times in a less RNG envyroment.

- HANDGUN now prohibited of showing in speedrun mode for better quality of life for speedruners.

- a COMBO METTER added for better understanding of combo timing.

- Fixed Twitch integration

- Fixed controller bugs on menus

- Lots of small bug fixes.



You can now buy Mullet MadJack and also join our community on Discord

https://store.steampowered.com/app/2111190



Tik Tok / Twitter / Instagram
Last Group Out - Woodland117
Update 0.01.0960:

- Adds teammate revival system to Hardcore Mode.
21.56
Len's Island - flow
! Bug Fixes & Changes:
  • Added a new feature to stop enemies spawn camping. If your bed is destroyed and you die at night, the night skips to daytime and kills all enemies.
  • Lowered spawn rates for night enemies & harvest moon enemies at the start of the game
  • Added in ocean tiles that fill parts of the map that haven't loaded so the world looks nicer in screenshot mode
  • Fixed rare issue with save files with their playtime past 2 years and 2 months in-game
Love Is All Around - steam
We have invited Japanese voice actors to dub 'LOVE IS ALL AROUND' in Japanese.
Users who have 'LOVE IS ALL AROUND' can directly download the Japanese dubbed version of the DLC for experience!




Language switching instructions
1. Download this DLC, open "LOVE IS ALL AROUND" and click "Settings".



2. You can switch between "voice language" and "text language" to Japanese in the settings interface.



https://store.steampowered.com/app/2881050/_/
NovaMundi - Slashware Interactive
It’s been over seven months since the last version of NovaMundi, I did a preview post back on May 31 of what was coming, but the new version is finally out! I will try to summarize what we are shipping here:



Combat Areas
At long last, there are now several maps where combat takes place, based on whether you are close to a town, or the biome where the engagement took place (plains, forests, wetlands or even mountain “páramos”); additionally the maps are much bigger now, so instead of a simple faceoff you’ll have to maneuver your units around to meet your enemies.



Overworld Movement
Time compression has been removed, instead you will be able to “sprint” in the overworld, to move quicker at the expense of stamina. This will allow you to maneuver and evade chasing expeditions or animal packs.

These chasing expeditions are now affected by terrain, as well as the visibility of your expedition (so they will move slower if they cannot see you while you are in a forest or during the night). Your party itself will move slower during nigh time as well, since you never know what you are going to step into.

A critical fix was implemented to the “lost track” checks, so it should now be possibly to lose them without walking for days.

Invaders Camps
You will now see invader camps scattered thru the map. You can decide to raid them for some cool lot in exchange for a hard battle.



New Weapon: Blowgun
Blowguns have been reintroduced to the new units model; you can now equip and use them. They have extra range and can inflict negative status effects in your enemies…

…however, you are most likely to suffer these maladies in your own party, as the enemy groups often have a couple of these guys at least. So keep some healing herbs around!

Combat Flow
The combat flow has been improved with attack animations now playing continuously instead of breaking to idle status, this makes battles feel much more exciting.

Additionally, units now move MUCH quicker in battle, they actually run this time!

Icons and UI
With her passage through Slashware, talented illustrator Alicia Mendez (who also did a lot of foundational work for Yuhalak) left us some sweet icons for:

The perks you can use to personalize your runs
The status effects for units (poisoned, sick, healing, etc)
The modifiers for items (magical, high/low quality, special, etc)



She also helped us with some UI art for the floating dialogs which make the game looks much more smooth.

The item modifier icons are also shown now in the unit detail panel, so it’s easier to check what kind of stuff you have on.

Camping
Camping has been simplified: You no longer have to carry tents around, or pick up the camp manually when you finish using it. You can also now be ambushed by wild enemies, and they are no joke!

A cap was also introduced to prevent consecutive ambushes during the same night.

Discoveries
Animal discoveries have been divided between big animals and small critters; small critters continue working mostly the same but are uncapable of causing a lot of damage to many party members (some of them won’t even do any damage).

Big animals will now spawn hostile wild animal packs that will attack you most of time time, and they are no joke! They have been integrated more seriously into combat, you can now see their remaining hit points and other stats when clicking on them.



Discoveries also now provide a reputation bonus (that you can use to hire units); their overworld icons have been changed and you will now be able to see them from afar. For plan discoveries you will now get a notification of the amount of items you grabbed as well.

UI Art
Art by Inkiluana has been added to the game over screen which had been neglected for too long.



The main menu art has been replaced back with the beautiful art created by Simernio, years ago.

Caverns (Duitama Cave for now)
Some small fixes were made before focusing in the “spelunking” facet, likely coming next month; giant spiders were fixed so they can actually attack, and other animals were added to the cave for variety. The number of spawned enemies was also increased. And a blue shimmering light was added to the altar so you don’t miss it.

And that’s it for now! I hope you find these changes exciting… we continue working towards the full release, keep an eye out!
Resonite - Frooxius
There's only a few things in this build, because I spent most of today (well... still am) dealing with the cloud issues. There's a few things that might help with that, but I'll have to see how the cloud reacts.

Please update as soon as you can.

Tweaks:
- PhotoMetadata will not generate "Save/Export Screenshot" options when it's disabled (based on report by @euphieeuphoria, issue #2611)
- Exposed SetFromCurrentWorld() on AssetMetadata (which includes PhotoMetadata) to ProtoFlux (based on issue by @euphieeuphoria, issue #2611)
-- This allows you to trigger automatic filling of the details for items with ProtoFlux
- PhotoMetadata will no longer be marked as already exported under following conditions:
-- It's disabled at the time of save/spawn (requested by by @euphieeuphoria, issue #2611)
-- It's been spawned from a source not owned by the user spawning it (e.g. shared inventory folder or from a message item)
- Bot and Chat Client user statuses are now displayed properly in the contacts dialog, including their version (based on issue by @exothewicker, issue #2604)

- Updated cloud libraries to latest versions where possible
- Updated Enums.NET, PDFiumSharpV2, QRCoder, DiscordGameSDKWrapper to the latest versions
- Update SignalR client side libraries to latest

- Increase SignalR disconnect timeout to prevent early disconnects

Optimizations:
- Rewrite initial contact initialization when logging in to use SignalR streaming, instead of sending everything at once
- Do not make anonymous connection to SignalR when autologin is in progress, to prevent wasted load the client & cloud

Locale:
- Merged Korean locale update by @mirpasec
- Merged Japanese locale update by @.aesc
- Merged Chinese locale update by modimobeikete

Fixes:
- Fix exceptions when marking local database for repair and when running the repair itself
- Fix server errors when fetching asset metadata that is currently being computed
HARD VOID - jejoz_55
Update on the economic, management and exploration aspects of the game.
The game is set in a procedural multiverse, standard C-class universes (like ours) and subspace S-class universes (more universe classes will be added later).

  • Multiverse generation is up and running.
  • Astro characteristics are implemented.
  • Colony bases production and management mechanics are mostly implemented.

Lobo - mardelcoral


Hi everyone!
Welcome to a new devlog!
In this episode, I will show the progress made this past month. This update includes:
  • My token system for combat.
  • My solution for storytelling.
  • Using PCG for Level Design.
  • Improvements in the spectator camera.
  • New AI behaviors.
  • Headshots.
As you can see, there is lots of new stuff, so let's get started!

If you are new here, welcome! My name is Dani Marti, and I'm a solo developer creating an action-adventure game inspired by The Last of Us and Diablo.

Token System for Combat
This system may look very complex, but it's much simpler than it seems.
In my case, the Player and the Enemy are children classes from the same parent. So, since both will need a counter for tokens, I added the Combat Tokens variable to the parent. So I can access it from the children. In the same way, I added a new variable called Combat Tokens Max. This variable is hard-coded, but it could be different, for example, if I decide to have various difficulty levels. The hard-coded value is right now 2. That means that only two enemies will be able to attack at once.

On the Enemy side, there is a little more work; so let's see it step by step.

I'm using Behavior trees, and I have a task to perform the attack; if we take a look at the function, we will see that before attacking, we check if the attack is possible, so this is the perfect place to add a new condition, has the Player available tokens?

To answer this, I'm using a blueprint interface to improve the communication between the Player and the Enemy. Here, I have three functions, get the available tokens, consume tokens, and replenish tokens. This way, I can perform all the operations I need for the Enemy and the Player.

So, as you can see, the Enemy can perform Special Attacks, Finishers, and Normal Attacks. For Special and Normal Attacks, the Enemy only needs 1 token, but for Finishers, it uses 2; this is a way to ensure Finishers can be only performed by one Enemy at a time since finishers are synced animations and won't look good if more enemies are performing at the same time.

So, the first step is to check how many tokens the Player has available; in step 2, if there are enough tokens, the Enemy consumes the tokens from the Player. You can see the Consume and Replenish Token functions in action here.

The check fails if there aren't enough tokens and the Enemy circles the target. This behavior makes the Enemy look smarter since it looks like the Enemy moves to a better location to wait and try to attack again.

All the attacks are performed using Anim Montages, so after the Anim Montage is complete, we return the tokens from the Enemy to the Player, using the Consume and Replenish Tokens functions again.

The last thing to take into consideration is death. If an Enemy took Tokens from the Player, but we killed them before returning those Tokens, I forced the return in the Death Event. This way, other Enemies can still attack us.

That's how I created the system; the UI on top of the characters is just for debugging and making it more visual.
Please let me know in the comments below if you have any questions about the system.

Dynamic Comic Strip
The next significant feature is the Dynamic Comic Strip.
I created this feature because I'm creating an adventure game, and this kind of game usually has tons of cinematics. Since I'm not an animator, and my expectations are over the top due to my annoying perfectionism. I knew that would take too long, and I probably wouldn't be happy with the results. So, I came up with this system:
  • I have several Scene Capture Cameras in the scene that frame what will be shown in the comic strip.
  • Each camera has a post-process effect with the hatching style and the outline.
  • I use the Custom Depth pass to choose what elements are displayed in color.
  • All is displayed as UI.

If you are interested in the system, I can go for a deeper dive in another devlog, but this is, so far, the overview.

A couple things worth mentioning, I'm not a shader artist by any means; so for my shader, I created a mix using tutorials from Visual Tech Art and Kamil Hepner. They are very good tutorials and worth checking out.

The other thing is that I find the animation UI system very annoying and hard to manipulate. So, I created a blueprint assistant that manages the UI animations using timelines; this way, I can just manipulate the times and curves more efficiently, which allows for a very fast iteration.

For my UI and animations, I used the UI materials from the UI Material Lab, which is a free resource from Unreal Engine. The information there is pure gold.

The last thing I want to mention is that the system initially fed the comic stripes with render target textures, so the caption was done in real-time.

After some testing, I realized the rendering of three images simultaneously was dropping my fps considerably, so now I'm manually rendering and saving the images beforehand. It's not so convenient, but it's much more performant since I'm just dealing with textures and UI now.

Using PCG for Level Design
If you have been watching my devlogs, you know how much I struggle with my level design. Step by step, I'm getting more comfortable and coming up with my own solutions. For me, one of the biggest challenges is creating boundaries that limit the Player's movement.

I found Blaze 92, a youtube channel that showcases games and how they overcome that challenge. Very interesting and inspirational to apply to your games.

So why creating boundaries is a challenge? In my case, I want the boundaries to be and feel natural, i'm not creating an open world, but I want the Player to have 'certain' freedom to move around. And when you do that, the dangers are:
  • The Player can feel lost.
  • The Player has more freedom to do things you didn't expect, which is always very dangerous.
  • It's harder to direct the Player towards goals and quests.

So, after some research, I decided to limit my level using geographical boundaries such as cliffs and rock formations. And when the level is flatter, I use what I call Forest walls; those are dense and have higher bushes, which show the Player that they can't go through, just like you wouldn't go through in real life. To add and manipulate those boundaries, I created a PCG Spline tool that allows me to easily make them.

On the other hand, I'm populating my forest using PCG based on landscape materials; this is super useful because I just need to paint my landscape with different materials to populate different assets. If you are into PCG, I highly recommend you check Aziel Arts's tutorials; for me, the best PCG tutorials on Youtube. He has a tutorial about populating landscapes.


Other updates
Last but not least, I made some improvements in my Spectator Camera, so now, the camera is always consistent with the framing, that means for example if the Enemy was coming from the left, the spectator camera keeps that framing so the Player and the Enemy are in the same position. That can seem silly, but because the camera now has collisions and detects nearby objects, it could pick a better location with fewer collisions, switching the frame, which doesn't look good. Now, the camera keeps the framing and adjusts the focal length to fit all the actors in the frame.

On the other hand, AI now shares core behaviors for different enemy types, such as discovering dead fellas and warning other enemies.

I also improved the aiming and shooting system, including headshots, which are very satisfactory.

So that was all the progress since the last devlog. I hope you like it.
On the other hand, Lobo is on Steam, so please don't forget to add it to your wishlist if you like it, and if you want to support me further, I created a Ko-fi page where you have special perks and exclusive content.


As always, thanks so much for watching and see you in the next devlog! Bye bye!
Street Flicker - alphaneOP
Watch the Champions of Canaan duke it out for to see who will reign supreme. The eternal fight to establish who is the strongest and craftiest in this legendary city. Join in the fight when Street Flicker launches this July!


Fight - Free-to-play quick play PVP Matches. Fight for glory, earn fans, and be the Champion of Canaan!

Story Mode - Fight through the mean streets to Canaan with Matcha - first four single player levels are free for all players. Test your might across 35 Character Driven Single Player Levels in our quirky adventure.

Forge - Use your earned words and coins to generate cosmetics that match your style!

IT'S FIGHT TIME
The Braves - Mary
Brave Ones!

Maintenance has been completed and access to the game has been restored. We apologize for the temporary inconvenience.

Also, we are giving you a mysterious code for the inconvenience caused, hurry up and enter it in the bank: SERVERSORRYJULY2



Have a nice game!
...

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