Roody:2d - redinator2000
  • Fixed stack size glitch when picking up single blocks while holding another larger structure in hand in a light level 0 area
  • Fixed freeze sound playing when picking up single blocks while holding another larger structure
  • Fixed sky darkness not covering the entire screen at high resolutions
  • Fixed infinite update loop for ice
  • Fixed hotbar not selecting blocks the first time they are picked up
  • Mouse no longer loads chunks
  • Refactored code around building, inventory actions, welding, and commands, to make updates more consistent
Conviction - GNOME CHAMPION
-Fixed end credits so you can return to the menu
-Removed Enemy at the start of Level 7 that does nothing
-Increased Gatling damage by 1 and decreased spread by 0.1
-Tweaked amalgamation boss (still not finished but should play out abit better for now)
18:37
Ad Fundum - Disa
Hey dieselminers!

First of all, unfortunately, Update 1.1.2 does not include New Game+, but it is my next priority and will be released soon.

Update 1.1.2 took way longer than I expected, but it brings many fixes and improvements:


Changing difficulty after the game has started
You can now change the difficulty settings any time. The respective option has been added to the Settings menu. NOTE: Changing difficulty settings will automatically load the last save.


The English text of the game has been improved
Thanks to the Steam curator Steel Cathedral from Steel Cathedral's Cuppa Tea Reviews who volunteered to help, the English translation of the game has been significantly improved.


New special upgrade - Magnetic field inverter
A new late-game special upgrade has been added. FINAL LEVEL SPOILER WARNING: Not only does it protect your mech from gravity inversion in the final level of the game, but it allows you to subjugate the power of gravity for your mining profits. With it, you can invert the gravity when you want and where you want. However, this upgrade can only be obtained if you start a new game after an update.


Balance changes:
  1. The threshold for crystal breakdown in level 3 has been reduced by 50%. Now it is more difficult to mine them without a vibration suppressor or an advanced drill; 
  2. The threshold for sea mine explosions has been increased by 30%. Additionally, their "charge" decays much more quickly now, making them easier to deal with; 
  3. Elevator platforms are now visible on the minimap at all levels of the Scanning Tower; 
  4. Charging stations on level 7 (the "bunker" level) now display their current charge (thanks to user Preston for the suggestion); 
  5. The Threat Analyzer special upgrade has been enhanced. It now also allows you to remove the darkness in level 4; 
  6. The hit collider the mech has been improved to reduce the chances of being hit by a projectile when you think you have avoided it, or not being hit when you think that you were hit 
  7. The amortization ability of mechanical legs has been improved, allowing you to fall from greater heights without taking damage;
  8. FINAL LEVEL SPOILER WARNING: In the final level, the timing of the gravity inversion effect has been synchronized with the Antigravity Engine. Now, normal gravity persists for 25 seconds (corresponding to the charging time of the engine), while inverted gravity lasts for 10 seconds (corresponding to the antigravitational effect of the engine);
  9. FINAL LEVEL SPOILER WARNING: Destroying sharp metal tiles in the final level now produces several metal spikes that fly upward and downward.


Other changes:
  1. A button to load the latest save has been added to the main menu. Pressing "Continue" will allow you to continue your last game session. To load a specific save file, press "Load Game" (thanks to user Dystopia Dweller for the suggestion);
  2. Radar sound can now be easily turned on and off. The corresponding button has been added to the minimap. Additionally, radar sound will play even with the max level minimap;
  3. The graphics of the "Special upgrades" button in the mech workshop menu have been reworked. The button should be more visible now;
  4. A message about the Seismic Charge cooldown will now appear if the player attempts to use it when the charge is unavailable;
  5. An animation of Oscar picking up his father's letter in the intro cutscene has been expanded with new frames;
  6. Concrete walls can now be destroyed from the outside if the player has met the necessary conditions for doing so. Additionally, the explosion effects will no longer appear on the wall tiles if the conditions are not met. After all, Oscar knows how to direct the blasts;
  7. A warning sound has been added when the player attempts to leave the Mech workshop with the chassis overweight (thanks to user Dystopia Dweller for the idea). I also added a special effect when the player is trying to ignore the overweight, but I will keep this effect in secret :)


Bug fixes:
  1. Fixed issues with sea mines sometimes disappearing in level 4;
  2. The system for displaying messages about getting or spending money has been reworked to fix issues with messages being stuck or showing incorrect values (thanks to user Gnafu for pointing this out); 
  3. Tooltips for hidden items in the inventory menu will no longer appear; 
  4. The Improved temperature control system special upgrade in level 4 has been replaced with a second instance of Vibration suppressor 2.0; 
  5. Fixed an issue where switches did not update correctly in New Game settings (thanks to Dystopia Dweller for the report); 
  6. Fixed issues where invisible blocks remained after destroying one-way gates on level 7 (the "bunker" level) or walls of vaults. Also fixed an issue where one-way gate sometimes got stuck in the middle of its opening animation (again thanks to Dystopia Dweller for the report);
  7. Navigation with gamepad in the exit window and control settings now work properly;
  8. Fixed an exploit where the player could reset the cooldown of the Seismic Charge by reloading the game (thanks to user ۞TW۞北方棲姬⚓ for bringing this to my attention);
  9. Fixed an issue where exit gates in level 7 could not be destroyed (thanks to user raven128.gaming.hq for the report); 
  10. Fixed a bug where players couldn't enter buildings if they were standing in their area during an earthquake (thanks to Dystopia Dweller for the report); 
  11. FINAL LEVEL SPOILER WARNING: Fixed issues with air flow appearing under the player when using thrusters to accelerate downward with inverted gravity. Also, Automated air deceleration system now works properly with inverted gravity (thanks to user Kelly F. for the report);
  12. ENDGAME SPOILER WARNING: Earthquakes can no longer start during the boss fight. Additionally, the player can no longer to enter the boss area during an earthquake.
Cufflinks & Cages - THM Studios

Tatiana is trying to convince Dani to be her pet, can she withstand her strong advances?
A lot has changed with this game for the better, we've picked up a new writer to write some additional scenes each month: MarcieMallard, who you might know from doing some captions content based on our games previously. We've also reworked some game design things, so that playing through the game is a little bit less directionless, (You're not supposed to be in full control you're a submissive), but tools like task completion, post-it notes, and the gallery will let you know how far you've progressed into the game and what you've seen so far.
We're really excited about how this game has come along, and we're getting close to some exciting story peaks planned!
ACTION GAME MAKER - Gotcha Gotcha Games
Hello again, everyone! Producer Morino here to discuss a little bit more about Godot Engine and ACTION GAME MAKER!

About Godot Engine

I expect that most of the people reading this are likely to be aware of Godot Engine, thanks to all the attention and focus it has received over the last few years. The modern UI, tile mapping functions, 2D and sprite animations, collision handling, shaders, sound engine, lighting & shadow system, and wide platform support: it really isn't lacking in any feature one would want from a modern game engine.

However, we musn't loose sight of the fact that, like Linux and so many other projects, Godot Engine is open source software. Without a major corporation behind it, Godot Engine succeeds thanks to the effort of the many contributors and patrons who form such a passionate community. The amount of communication and discussions leading to the high pace of improvements we see every few months is amazing to see!

For those that aren't too familiar with open-source, Godot Engine is made available on the MIT License. This license is one of the most open and unrestricted of the open-source licenses. As long as proper attributions are handled, ACTION GAME MAKER is allowed to the the Godot Engine source code.
So let's switch over and look a bit more at ACTION GAME MAKER.

ACTION GAME MAKER & Godot
Currently ACTION GAME MAKER is under development using version 4.1 of the Godot Editor. But we are moving to Godot 4.3 before release. Generally speaking, the basic structure of Godot projects, as well as the animation and sound systems, will be the basic Godot experience with the addition of the high-level visual scripting system that we created for Pixel Game Maker MV.

Beyond the visual scripting system, some additional functions specifically for the development of side scrolling games are being implemented. One example is an RPG Maker-inspired auto-tile system for easy configuration of collision areas.
Despite all our changes, we will not be heavily updating the UI. It is our intent to be as close to the default Godot UI on release as we can. There are several reasons for this:
  • We want to ensure that as many plugins and add-ons designed for Godot are likely to be compatible with ACTION GAME MAKER. Minimizing UI changes is critical here.
  • For those already familiar with the Godot node structure/workflow, this should enable easy skill transferrence.
  • There should also be good skill transferrence for users that learn Go
dot with ACTION GAME MAKER first but want to access deeper functions beyond what we provide.
3D functionality will not be available at release as our resources will be focused fully on implementing functionality needed for 2D games.This means that accessing 3D functionality will not be possible, but all of Godot's 2D functions will be available.

For the visual scripting side, we are implementing a new type of node called a "Game Object". Our visual scripting will only be available from these nodes, and the visual scripting will not be attachable to default Godot nodes. However, our Game Object nodes can have default nodes as child nodes, and nodes can be accessed via GDScript.

For those who aren't familiar yet with what Godot Engine is capable of, we suggest you check out the Godot Showcase: https://godotengine.org/showcase/

Why focus on 2D?
We've already received a lot of requests from people hoping to make fully 3D games or mixed 2D/3D games commonly referred to as "2.5D", and we love the passion! However, as explained above, ACTION GAME MAKER will not allow access to 3D functions at release. Let me explain why in a bit more detail:
  • Creating high-level visual scripting for 3D is very different from 2D, and it requires a lot of work that doesn't overlap with the 2D scripting. While it can be done, the implementation and QA cost added to make sure both the 2D and the 3D functionality is working as expected is too much for us to bear simultaneously, and it was decided that we'd like to get the 2D functionality in your hands as soon as possible.
  • Godot has separated the 2D and 3D functionality, which results in hybrid projects requiring that you create and work in a 3D project. This means you lose some of the advantages and convenience of Godot's full 2D pipeline.
  • It also increases the complexity of settings and import operations, roughly by a factor of two, decreasing ease of use for people making a pure 2D game.
There are other reasons for our decision, but this outlines the primary reasons for focusing ACTION GAME MAKER on 2D experiences. We do sincerely apologize to users wanting to work on 3D or hybrid projects!

That said, let us provide some hope to users wanting to make hybrid projects: this decision only applies to the initial release. WWe are intending to review the issue again after the initial launch period has ended. We would like to work with the community on figuring out how to implement the additional complexity of 3D production in a tool designed around high-level visual scripting. Your feedback will be critical in making such an update a reality.

Supporting the Godot Community
We've also received several voices of distrust: "how do we know you're going to give back and not just take?" and similar comments. We agree, and think it correct that we should be a positive impact on the Godot community. But what form should that be?

We see our first step towards fulfilling this desire is making sure that we make Godot accessible to everyone with the creative drive but who struggle with programming.

The big transition in 2023 moving from Godot 3 to Godot 4 represented a lot of change. Many, many new features and improvements were added to Godot 4, but some features were lost in the process. While there are some important reasons for doing so, one of the lost features was Godot's visual scripting system. This means that Godot raised the barrier of entry for many people.

While we understand the arguments in favor of programming, the reality is that simply not everyone is going to be able to clear the hurdle programming represents. We would like for everyone with the desire to make the game they have inside their head, and with the current Pixel Game Maker MV, we've had game designers, illustrators, novelists, composers, editors, content creators, and more show off their creativity to excellent results.

We would like for people like that to be able to get started working with Godot, to see what Godot has to offer and become members of the Godot community in their own right.
This goes back to one of the points above. By having the UI for ACTION GAME MAKER be based on the Godot 4 UI, by having our visual scripting system extended by GDScript, by having wide support for existing plugins, we are able to create opportunities for our users to grow and interact with the Godot community.

And of course, we will consider it a job well done if our users decide to switch to making 3D games with Godot and learn GDScript and form teams of their own.
I'll end this 2nd letter here for now. The next update will be in September, so please wait patiently while we continue to work on ACTION GAME MAKER!
Pixel Game Maker MV / アクションゲームツクールMV - Gotcha Gotcha Games
Hello dear PGM users!
Thank you for your continued support of Pixel Game Maker MV!
We have now formally released the default stable branch version 1.0.6.12.
Stable version updates are distributed automatically to all users. For users who wish to stay in the previous Ver1.0.6.3, please follow the instruction [How to Change Branch] at the bottom and change to version 1.0.6 – legacy.

With the release of 1.0.6.12, as with the current main branch, it will not be possible to access the Nintendo Switch functions properly. To address this, users who need access to Nintendo Switch functionality will be asked to try the 1.0.6-switch beta branch.

stable version 1.0.6.12 release note
Editor
  • Added new Option: enables selection for specific versions to use for the Player, Runtime, and Debugging Runtime components.
  • Fixed issue that could cause a crash when trying to do an encrypted build of a project with a large file size.
  • Fixed issue when displaying particles on the menu layer which could prevent the connection point from being acquired.

Player
  • Improved display options for the F1 debug menu.
  • Fixed a texture display issue caused by using the F1 debug menu to forcibly change languages.
  • Fixed issue that could cause saved data to be generated in an unintended location.
  • Fixed issue that caused the “Apply Damage Rate to Parent” option for Child Objects to not work properly.
  • Fixed issue where GIF animations do not display properly after scaling is changed.
  • Fixed issue preventing WebM format videos from playing properly.
  • Added the "Controller Settings" F1 menu item. It allows changing of the active controller.
  • The amount of memory that can be handled by the player component has been increased from 2GB to 4 GB.

[How to Change Branch]
Caution: We strongly recommend backing up your project before attempting the following.
1. Go to Steam Library, right click "Pixel Game Maker MV" and select "Properties".
2. Click on the "Beta" tab, select correct version and close "Properties".

[Reverting Back to Default]
Follow the instructions below to switch from the Beta version back to the previous version.
1. Go to Steam Library, right click "Pixel Game Maker MV" and select "Properties".
2. Select "None" and close "Properties".

Please continue enjoying game dev life with PGM MV!
Marry a Deep One: Innsmouth Simulator - simulinati
Hello!

I'm simulinati, developer of Marry a Deep One. Welcome to my first steam update.

I've just released the game's soundtrack on Youtube. If you enjoy ambient music or dungeon synth, please check it out.

I also want you to know that a demo is coming in September.

-simulinati



18:08
Slime Coming - astrOrz
0.30 upgrade
Upgraded game engine
Fixed a bug where a new player entered the game and turned off music and sound effects
The Last Plague: Blight - originalstudios
Another set of fixes and enhancements, including a quick stockpile placement feature with right mouse!

Fixes:
  • Fixed error popup when trying to start a new game when using certain languages/locales on your computer
  • Fixed hearth furnace fire particle effect size
  • Fixed scrap wood stockpile floating issue
  • Fixed preserved food showing "drink" context menu option instead of "eat"
  • Fixed tooltip for cooking results showing values of the fully contaminated item instead of its current contamination level
  • Removed task for creating bronze anvil since it is no longer in the game, instead explaining to use a tree stump
  • Fixed smoke rack contents getting wet in the rain when covered by a roof

Other changes:
  • Added new right mouse button quick place interaction for stockpiles if you have any items of that stockpile in your inventory, to bypass having first open the UI to move the item in
  • Reduced thirst cost of preserved items
  • Added scrap wood recipe for tall items like shovels and paddles
  • Sorting inventory is blocked when interacting with something, similar to all other inventory actions
  • Changed sorting for crafting recipes hammer tool selection to prefer stones over flint pieces
18:05
ACP: Action Coin Pusher - Skylor Beck
Patch Notes
Version: 0.8.1
General
  • Implemented a patch note system for taking notes while in development
  • The Reticule now indicates what you are actually aiming at
  • New customization options added for the reticule
  • Settings menu added to the mid-run pause menu
  • Re-introduced DoF based on your mouse position
  • Base Stat Previews on the Pause screen now show additive bonuses to the base value
  • All tooltips have been improved massively in terms of layout and content
  • Text Colors improved on tooltips
  • All Enemy Types have slight color variations in addition to their pose and equipment
  • Projectiles face their target properly and have better visuals
  • Demo Boss improvements (secret)
  • When trying to Dequip an item with a full inventory, the game now tells you your inventory is full
  • Historical Run Data now keeps track of your equipped items and selected perks
Balance Changes
  • Equipment drops increased from 1-3 to 2-4
Bug Fixes
  • Fixed Run Historical Data not being displayed correctly
  • Loading Screen no longer loads past 100%
  • Fixed healing 1hp at the start of every game
  • Banning all perks now refreshes the perk selection and triggers the "no perk" reward properly
...

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