#version 0.4.0
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Update 0.4.0
Maglor's rhythm mini game and more!
SO with this update is the same as always: redid some work, took me a lot of time, and everything looks the same, although I know there is so much more now...
Let´s start with the big thing of this update...
Maglor's mini game!
For some time now I decided I wanted to add a mechanic in the game so the player will be able to play an instrument to get through different obstacles. For now that is not done, but I have already added how the player can level up their... song level?
Depending on where the player decides to go next in the game they will get different characters to teach them, but the first one is Maglor.
For now, as it is the first level it is only one track were the player uses the up arrow key to hit the notes, but in future levels there will be multiple tracks to use the other arrow keys, or maybe use other keys.
Of course as with everything else the UI is not the final one, this was done for testing... Although I spent some time making these little guys.
Also now there is more music in the game, with a placeholder song in the main menu and different songs that play on the Formenos level.
And now the player character has footsteps' sounds that change according to the type of surface they are stepping.
In the more invisible part of the update now all what the player writes it's saved if they go to another level, and also the facts they learn do not respawn when the level is reloaded if they learnt them before.
Also, technically I redid the whole "writing down" thing as I added different objects that the player can interact with, and as "writing" in the code of the game is basically the same i just mashed everything.
So now Tecilwë can rest their leggies :D
I began to make new assets for the game. Here is an example with objects for Feanor's Forge:
And well, I also made a model for a swan ship and... well...
Things got a bit wild...
Version 0.4.0
Video showcase
Other updates
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Kinda Good News
Unity announced their new pricing model yesterday and it's actually pretty good. In fact we would have to pay LESS than before this whole drama started.
So what does this mean for Elysian Eclipse? I will continue to develop EE in Unity. Cell and Aquatic Stage will become accessible to everyone, starting with the next update, and with version 0.4.0 there will be a Creature Stage demo on Patreon!
The End of Unity

However EE will be my last Unity game. All of this has shown that they can't be trusted, so I don't want to rely on them for my future projects. My focus is still going to be to get more proficient with Unreal Engine and starting a new game with it.
I will try to split my work time as follows:
Working on updates for Elysian Eclipse ~15hr/week
Working on new Unreal project ~35hr/week
The new project won't be related to EE. At least not directly, but it might take place in the same universe, similar to the Spore spin-off games that were released by Nintendo. Even though I'm working less on the main EE game now, you should still get relatively regular updates, since the removal of the multiplayer mode increased the development speed by a lot.
Also, I hope John Riccitiello gets fired...
...out of a cannon, into the sun.
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Old Days
Minecraft has so many different versions, and because of that, everyone has their own unique memories of when they first played it. When did you first get into Minecraft? For me, it was Pocket Edition 0.4.0!
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Potatostrike - Beta Version 0.5.0
A new patch for Potatostrike has been relased.
Version 0.5.0 reworks the leveling system. Levels are earned faster at the start, and slow down over time.
Additionally, many enemy waves have been adjusted across all missions.
Download the new version here: https://lmg3864.itch.io/potatostrike
Patch notes for Potatostrike version 0.4.0: https://lmg3864.itch.io/potatostrike/devlog/793341/patch-notes-beta-050
To update the game, simply delete the old game files and replace them with the new ones.
Save files are stored separately and will not be affected.
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youtube
Unnamable World (version 0.4.0) 2023- Video game-based interactive art / Walking simulator https://kazuhirohigashi.itch.io/unnamable-world
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Xenogears: Perfect Works Edition (Version 0.4.0)
Version 0.4.0 of Xenogears: Perfect Works Edition is available. Changes are described in the README.
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This Week in Rust 539
Hello and welcome to another issue of This Week in Rust! Rust is a programming language empowering everyone to build reliable and efficient software. This is a weekly summary of its progress and community. Want something mentioned? Tag us at @ThisWeekInRust on Twitter or @ThisWeekinRust on mastodon.social, or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub and archives can be viewed at this-week-in-rust.org. If you find any errors in this week's issue, please submit a PR.
Updates from Rust Community
Newsletters
The Embedded Rustacean Issue #15
This Week in Bevy: Foundations, Meetups, and more Bevy Cheatbook updates
Project/Tooling Updates
rustc_codegen_gcc: Progress Report #31
Slint 1.5: Embracing Android, Improving Live-Preview, and introducing Pythonic Slint
yaml-rust2's first real release
testresult 0.4.0 released. The crate provides the TestResult type for concise and precise test failures.
Revolutionizing PostgreSQL Database Comparison: Introducing pgdatadiff in Rust — Unleash Speed, Safety, and Scalability
Observations/Thoughts
SemVer in Rust: Breakage, Tooling, and Edge Cases — FOSDEM 2024 annotated talk
Go's Errors: How I Learned to Love Rust
Strongly-typed IDs in SurrealDB
Iterators and traversables
Using PostHog with Rust
Using Rust on ESP32 from Windows
Compiling Rust to WASI
Achieving awful compression with digits of pi
Zig, Rust, and other languages
What part of Rust compilation is the bottleneck?
Lambda on hard mode: Inside Modal's web infrastructure
Embedded Rust Bluetooth on ESP: BLE Advertiser
[video] Diplomat - Idiomatic Multi-Language APIs - Robert Bastian - Rust Zürisee March 2024
Rust Walkthroughs
A Short Introduction to Rust and the Bevy Game Engine
[video] Strings and memory reallocation in Rust
Research
Rust Tools Survey (by JetBrains)
Miscellaneous
RustNL 2024 schedule announced
Fighting back: Turning the Tables on Web Scrapers Using Rust
The book "Code Like a Pro in Rust" is released
Red Hat's Long, Rust'ed Road Ahead For Nova As Nouveau Driver Successor
Crate of the Week
This week's crate is heck, a no_std crate to perform case conversions.
Thanks to Edoardo Morandi for the suggestion!
Please submit your suggestions and votes for next week!
Call for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization. The following RFCs would benefit from user testing before moving forward:
No calls for testing were issued this week.
If you are a feature implementer and would like your RFC to appear on the above list, add the new call-for-testing label to your RFC along with a comment providing testing instructions and/or guidance on which aspect(s) of the feature need testing.
Call for Participation; projects and speakers
CFP - Projects
Always wanted to contribute to open-source projects but did not know where to start? Every week we highlight some tasks from the Rust community for you to pick and get started!
Some of these tasks may also have mentors available, visit the task page for more information.
Rama — add Form support (IntroResponse + FromRequest)
Rama — rename *Filter matchers to *Matcher
Rama — Provide support for boxed custom matchers in layer enums
Rama — use workspace dependencies for common workspace dep versionning
Rama — add open-telemetry middleware and extended prometheus support
Space Acres - Packaging for MacOS
Space Acres - Implement Loading Progress
Space Acres - Show more lines of logs when the app is "Stopped with error"
Space Acres - Tray Icon Support
Hyperswitch - [REFACTOR]: Remove Default Case Handling - Braintree
Hyperswitch - [REFACTOR]: Remove Default Case Handling - Fiserv
Hyperswitch - [REFACTOR]: Remove Default Case Handling - Globepay
ZeroCopy - Fix cfgs in rustdoc
ZeroCopy - Audit uses of "C-like" and prefer "fieldless"
ZeroCopy - in zerocopy-derive UI tests, detect whether we're building with RUSTFLAGS='-Wwarnings'
If you are a Rust project owner and are looking for contributors, please submit tasks here.
CFP - Speakers
Are you a new or experienced speaker looking for a place to share something cool? This section highlights events that are being planned and are accepting submissions to join their event as a speaker.
* RustFest Zürich 2024 | Closes 2024-03-31 | Zürich, Switzerland | Event date: 2024-06-19 - 2024-06-24 * Oxidize 2024 | Closes 2024-03-24 | Berlin, Germany | Event date: 2024-05-28 - 2024-05-30 * RustConf 2024 | Closes 2024-04-25 | Montreal, Canada | Event date: 2024-09-10 * EuroRust 2024| Closes 2024-06-03 | Vienna, Austria & online | Event on 2024-10-10 * Scientific Computing in Rust 2024| Closes 2024-06-14 | online | Event date: 2024-07-17 - 2024-07-19
If you are an event organizer hoping to expand the reach of your event, please submit a link to the submission website through a PR to TWiR.
Updates from the Rust Project
498 pull requests were merged in the last week
BOLT Use CDSort and CDSplit
NormalizesTo: return nested goals to caller
add_retag: ensure box-to-raw-ptr casts are preserved for Miri
f16 and f128 step 3: compiler support & feature gate
add -Z external-clangrt
add wasm_c_abi future-incompat lint
add missing try_visit calls in visitors
check library crates for all tier 1 targets in PR CI
copy byval argument to alloca if alignment is insufficient
coverage: initial support for branch coverage instrumentation
create some minimal HIR for associated opaque types
delay expand macro bang when there has indeterminate path
delegation: fix ICE on duplicated associative items
detect allocator for box in must_not_suspend lint
detect calls to .clone() on T: !Clone types on borrowck errors
detect when move of !Copy value occurs within loop and should likely not be cloned
diagnostics: suggest Clone bounds when noop clone()
do not eat nested expressions' results in MayContainYieldPoint format args visitor
don't create ParamCandidate when obligation contains errors
don't ICE when non-self part of trait goal is constrained in new solver
don't show suggestion if slice pattern is not top-level
downgrade const eval dangling ptr in final to future incompat lint
enable PR tracking review assignment for rust-lang/rust
enable creating backtraces via -Ztreat-err-as-bug when stashing errors
enable frame pointers for the standard library
ensure RPITITs are created before def-id freezing
fix 32-bit overflows in LLVM composite constants
fix ICE in diagnostics for parenthesized type arguments
fix long-linker-command-lines failure caused by rust.rpath=false
fix attribute validation on associated items in traits
fix stack overflow with recursive associated types
interpret: ensure that Place is never used for a different frame
make incremental sessions identity no longer depend on the crate names provided by source code
match lowering: don't collect test alternatives ahead of time
more eagerly instantiate binders
never patterns: suggest ! patterns on non-exhaustive matches
only generate a ptrtoint in AtomicPtr codegen when absolutely necessary
only invoke decorate if the diag can eventually be emitted
pass the correct DefId when suggesting writing the aliased Self type out
pattern analysis: Store field indices in DeconstructedPat to avoid virtual wildcards
provide structured suggestion for #![feature(foo)]
register LLVM handlers for bad-alloc / OOM
reject overly generic assoc const binding types
represent Result<usize, Box<T>> as ScalarPair(i64, ptr)
split refining_impl_trait lint into _reachable, _internal variants
stabilize imported_main
stabilize associated type bounds (RFC #2289)
stop walking the bodies of statics for reachability, and evaluate them instead
ungate the UNKNOWN_OR_MALFORMED_DIAGNOSTIC_ATTRIBUTES lint
unix time module now return result
validate builder::PATH_REMAP
miri: add some chance to reuse addresses of previously freed allocations
avoid lowering code under dead SwitchInt targets
use UnsafeCell for fast constant thread locals
add CStr::bytes iterator
add as_(mut_)ptr and as_(mut_)slice to raw array pointers
implement {Div,Rem}Assign<NonZero<X>> on X
fix unsoundness in Step::forward_unchecked for signed integers
implement Duration::as_millis_{f64,f32}
optimize ptr::replace
safe Transmute: Require that source referent is smaller than destination
safe Transmute: Use 'not yet supported', not 'unspecified' in errors
hashbrown: fix index calculation in panic guard of clone_from_impl
cargo tree: Control --charset via auto-detecting config value
cargo toml: Flatten manifest parsing
cargo: add 'open-namespaces' feature
cargo fix: strip feature dep when dep is dev dep
cargo: prevent dashes in lib.name
cargo: expose source/spans to Manifest for emitting lints
rustdoc-search: depth limit T<U> → U unboxing
rustdoc-search: search types by higher-order functions
rustdoc: add --test-builder-wrapper arg to support wrappers such as RUSTC_WRAPPER when building doctests
rustdoc: do not preload fonts when browsing locally
rustfmt: fix: ICE with expanded code
rustfmt: initial work on formatting headers
clippy: cast_lossless: Suggest type alias instead of the aliased type
clippy: else_if_without_else: Fix duplicate diagnostics
clippy: map_entry: call the visitor on the local's else block
clippy: option_option: Fix duplicate diagnostics
clippy: unused_enumerate_index: trigger on method calls
clippy: use_self: Make it aware of lifetimes
clippy: don't emit doc_markdown lint for missing backticks if it's inside a quote
clippy: fix dbg_macro false negative when dbg is inside some complex macros
clippy: fix empty_docs trigger in proc-macro
clippy: fix span calculation for non-ascii in needless_return
clippy: handle false positive with map_clone lint
clippy: lint when calling the blanket Into impl from a From impl
clippy: move iter_nth to style, add machine applicable suggestion
clippy: move readonly_write_lock to perf
clippy: new restriction lint: integer_division_remainder_used
rust-analyzer: distinguish integration tests from crates in test explorer
rust-analyzer: apply #[cfg] to proc macro inputs
rust-analyzer: implement ATPIT
rust-analyzer: support macro calls in eager macros for IDE features
rust-analyzer: syntax highlighting improvements
rust-analyzer: fix panic with impl trait associated types in where clause
rust-analyzer: don't auto-close block comments in strings
rust-analyzer: fix wrong where clause rendering on hover
rust-analyzer: handle attributes when typing curly bracket
rust-analyzer: ignore some warnings if they originate from within macro expansions
rust-analyzer: incorrect handling of use and panic issue in extract_module
rust-analyzer: make inlay hint resolving work better for inlays targetting the same position
rust-analyzer: refactor extension to support arbitrary shell command runnables
rust-analyzer: show compilation progress in test explorer
rust-analyzer: use --workspace and --no-fail-fast in test explorer
Rust Compiler Performance Triage
Even though the summary might not look like it, this was actually a relatively quiet week, with a few small regressions. The large regression that is also shown in the summary table was caused by extending the verification of incremental compilation results. However, this verification is not actually fully enabled by default, so these regressions are mostly only visible in our benchmarking suite, which enables the verification to achieve more deterministic benchmarking results. One small regression was also caused by enabling frame pointers for the Rust standard library, which should improve profiling of Rust programs.
Triage done by @kobzol. Revision range: e919669d..21d94a3d
Summary:
(instructions:u) mean range count Regressions ❌ (primary) 2.5% [0.4%, 7.8%] 207 Regressions ❌ (secondary) 2.9% [0.2%, 8.3%] 128 Improvements ✅ (primary) - - 0 Improvements ✅ (secondary) -1.0% [-1.3%, -0.4%] 4 All ❌✅ (primary) 2.5% [0.4%, 7.8%] 207
4 Regressions, 1 Improvements, 6 Mixed; 4 of them in rollups 67 artifact comparisons made in total
Full report here
Approved RFCs
Changes to Rust follow the Rust RFC (request for comments) process. These are the RFCs that were approved for implementation this week:
No RFCs were approved this week.
Final Comment Period
Every week, the team announces the 'final comment period' for RFCs and key PRs which are reaching a decision. Express your opinions now.
RFCs
Reserve gen keyword in 2024 edition for Iterator generators
Tracking Issues & PRs
Rust
[disposition: merge] Tracking Issue for raw slice len() method (slice_ptr_len, const_slice_ptr_len)
[disposition: merge] downgrade ptr.is_aligned_to crate-private
[disposition: merge] Stabilize unchecked_{add,sub,mul}
[disposition: merge] transmute: caution against int2ptr transmutation
[disposition: merge] Normalize trait ref before orphan check & consider ty params in alias types to be uncovered
Cargo
[disposition: merge] release cargo test helper crate to crates-io
New and Updated RFCs
[new] Add support for use Trait::method
Upcoming Events
Rusty Events between 2024-03-20 - 2024-04-17 🦀
Virtual
2024-03-20 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Rust for Rustaceans Book Club: Chapter 3 - Designing Interfaces
2024-03-20 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
2024-03-21 | Virtual (Charlottesville, NC, US) | Charlottesville Rust Meetup
Crafting Interpreters in Rust Collaboratively
2024-03-26 | Virtual + In Person (Barcelona, ES) | BcnRust
13th BcnRust Meetup - Stream
2024-03-26 | Virtual (Dallas, TX, US) | Dallas Rust
Last Tuesday
2024-03-28 | Virtual + In Person (Berlin, DE) | OpenTechSchool Berlin + Rust Berlin
Rust Hack and Learn | Mirror: Rust Hack n Learn Meetup
2024-04-02 | Virtual (Buffalo, NY, US) | Buffalo Rust
Buffalo Rust User Group
2024-04-03 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Rust for Rustaceans Book Club: Chapter 4 - Error Handling
2024-04-03 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
2024-04-04 | Virtual (Charlottesville, NC, US) | Charlottesville Rust Meetup
Crafting Interpreters in Rust Collaboratively
2024-04-09 | Virtual (Dallas, TX, US) | Dallas Rust
Second Tuesday
2024-04-11 | Virtual + In Person (Berlin, DE) | OpenTechSchool Berlin + Rust Berlin
Rust Hack and Learn | Mirror: Rust Hack n Learn Meetup
2024-04-11 | Virtual (Nürnberg, DE) | Rust Nüremberg
Rust Nürnberg online
2024-04-16 | Virtual (Washinigton, DC, US) | Rust DC
Mid-month Rustful
2024-04-17| Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
Africa
2024-04-05 | Kampala, UG | Rust Circle Kampala
Rust Circle Meetup
Asia
2024-03-30 | New Delhi, IN | Rust Delhi
Rust Delhi Meetup #6
Europe
2024-03-20 | Girona, ES | Rust Girona
Introduction to programming Microcontrollers with Rust
2024-03-20 | Lyon, FR | Rust Lyon
Rust Lyon Meetup #9
2024-03-20 | Oxford, UK | Oxford Rust Meetup Group
Introduction to Rust
2024-03-21 | Augsburg, DE | Rust Meetup Augsburg
Augsburg Rust Meetup #6
2024-03-21 | Lille, FR | Rust Lille
Rust Lille #6: Du RSS et de L'ECS !
2024-03-21 | Vienna, AT | Rust Vienna
Rust Vienna Meetup - March - Unsafe Rust
2024-03-23 | Stockholm, SE | Stockholm Rust
Ferris' Fika Forum | Map
2024-03-25 | London, UK | Rust London User Group
LDN Talks: Rust Nation 2024 Pre-Conference Meetup
2024-03-26 | Barcelona, ES + Virtual | BcnRust
13th BcnRust Meetup
2024-03-26 - 2024-03-28 | London, UK | Rust Nation UK
Rust Nation 2024 - Conference
2024-03-28 | Berlin, DE | Rust Berlin
Rust and Tell
2024-04-10 | Cambridge, UK | Cambridge Rust Meetup
Rust Meetup Reboot 3
2024-04-10 | Oslo, NO | Rust Oslo
Rust Hack'n'Learn at Kampen Bistro
2024-04-11 | Bordeaux, FR | Rust Bordeaux
Rust Bordeaux #2 : Présentations
2024-04-11 | Reading, UK | Reading Rust Workshop
Reading Rust Meetup at Browns
2024-04-16 | Bratislava, SK | Bratislava Rust Meetup Group
Rust Meetup by Sonalake #5
2024-04-16 | Munich, DE + Virtual | Rust Munich
Rust Munich 2024 / 1 - hybrid
North America
2024-03-21 | Mountain View, CA, US | Mountain View Rust Meetup
Rust Meetup at Hacker Dojo
2024-03-21 | Nashville, TN, US | Music City Rust Developers
Rust Meetup : Lightning Round!
2024-03-21 | Seattle, WA, US | Seattle Rust User Group
Seattle Rust User Group Meetup
2024-03-21 | Spokane, WA, US | Spokane Rust Meetup | Spokane Rust Website
Presentation: Brilliance in Borrowing
2024-03-22 | Somerville, MA, US | Boston Rust Meetup
Somerville Union Square Rust Lunch, Mar 22
2024-03-26 | Minneapolis, MN, US | Minneapolis Rust Meetup
Minneapolis Rust: Getting started with Rust!
2024-03-27 | Austin, TX, US | Rust ATX
Rust Lunch - Fareground
2024-03-27 | Hawthorne (Los Angeles), CA, US | Freeform
Rust in the Physical World 🦀 Tech Talk Event at Freeform
2024-03-31 | Boston, MA, US | Boston Rust Meetup
Beacon Hill Rust Lunch, Mar 31
2024-04-04 | Mountain View, CA, US | Mountain View Rust Meetup
Rust Meetup at Hacker Dojo
2024-04-11 | Seattle, WA, US | Seattle Rust User Group
Seattle Rust User Group Meetup
2024-04-16 | San Francisco, CA, US | San Francisco Rust Study Group
Rust Hacking in Person
If you are running a Rust event please add it to the calendar to get it mentioned here. Please remember to add a link to the event too. Email the Rust Community Team for access.
Jobs
Please see the latest Who's Hiring thread on r/rust
Quote of the Week
In 10 years we went from “Rust will never replace C and C++” to “New C/C++ should not be written anymore, and you should use Rust”. Good job.
– dpc_pw on lobste.rs
Thanks to Dennis Luxen for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, andrewpollack, U007D, kolharsam, joelmarcey, mariannegoldin, bennyvasquez.
Email list hosting is sponsored by The Rust Foundation
Discuss on r/rust
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ICYMI: shadPS4 emulator version 0.4.0 released, adds game fixes, touchpad support, and more https://gbatemp.net/threads/shadps4-emulator-version-0-4-0-released-adds-game-fixes-touchpad-support-and-more.662847/
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Pencil Rush Mod Apk 0.4.0
Pencil Rush Mod Apk 0.4.0
View On WordPress
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The Performance Update for The Chaser’s Voyage (Version 0.4.0) is live!
It’s been a bit since our last update, but The Chaser’s Voyage’s Performance Update is finally live! We made a lot of smaller changes in addition to the performance upgrades, so here’s our rundown for Version 0.4.0!
Hello everyone! I know it’s been a few months since our last game update, but for good reason! We’ve been busy going through almost EVERY part of The Chaser’s Voyage in order to improve performance and make your voyage as smooth as can be! This update contains quite a few miscellaneous changes, so let’s get started with the main one!
We have improved performance for when things spawn, despawn, or interact with other things! This might not sound like much, but it required going through all of the game’s code and optimizing interactions, adding object pools (reusing objects after you’re done with them instead of destroying them), and making sure that everything still worked the way it should. (I happened to break quite a few things with my changes, so HUGE shout out to Eos for testing the game so much while I was busy trying to fix more things, especially since she was in the middle of a move!) This was the main focus these past few months and it was quite the journey to go through all the code and try to optimize it! Along the way, I noticed several other things that we wanted to change (or fix in the bugs’ cases), and those changes make up the rest of this update!
Some of the bigger remaining changes we made with this update have to do with obstacles. Not only did we fix some bugs regarding obstacle interactions and background obstacle spawn rates, but we decided to implement 2 new options regarding background obstacles. We added a slider that lets the player set the rate at which the background obstacles spawn and a slider that changes how bright the background obstacles are! In the earlier stages of creating The Chaser’s Voyage, we really wanted to fill out the screen space with fake background obstacles that the player couldn’t interact with, to add a bit more depth to the experience. We were cautious to not make those obstacles too bright though, lest they be confused for objects that the player actually needs to dodge. They were a little darker than we’d like, but we didn’t want to brighten them until we made an option for the player to customize the object brightness. We felt that this update was the right time to do that, and both added the option, and increased the default brightness of the background obstacles to better match what we wanted. Also, in fixing the spawn rates of the background obstacles, we were easily able to make a system to let the player control the spawn rate themselves, and decided to add that in as well.
Besides the general changes, sentries also got some tune ups. Sentries have enemies based on their affiliation (UGS dislike bounty hunters and the Empire dislikes pirates), but this was not being expressed the way we wanted it to be. The sentries would become hostile to these enemies, but usually after being attacked, not by default. The sentries now work how we want, and will target their enemies right from the get go! (Also, they will no longer target their army’s own fighters. Sorry about that fighter pilots!) Space battles also got a change, with exploding battleships no longer slowing down. This change was made to make sure that the battleships didn’t get too clogged up at slower speeds.
The next batch of changes are visual ones. We wanted to add some slight improvements to various visuals, to go with our performance improvements. First, we now have subtitles on as the default. Since our game starts immediately with the tutorial and more specifically with Argi talking to you, we wanted to make sure anyone who needs subtitles would have them from the get go. Second, we slightly darkened Nila’s subtitle color to better match the rest of the crew’s subtitle colors. Third, we added some subtle shadows to Battleships, Bounty Hunters, Buildings, Fighters, Merchant Ships, Obstacles, and Pirates. These help the sprites “pop” a little better (and in the case of buildings on planets, a LOT better). Finally we made it so that the insignia on the Loading Screen will now cycle through all of the insignias, not just the 3 Chaser insignias.
And, as always, there are the bug fixes. Since we were going through all of the game to make performance improvements we found a lot of bugs (and a couple of typos) that had slipped under our radar! They have all been squashed, but if you happen to find more, please be sure to tell us!
Here’s a link to the full patch notes, and for more news you can follow us on Twitter and join our Discord. (Where you can also give feedback! (Or bug reports!)) If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam.
-Cameron
#The Chaser's Voyage#roguelike#patch notes#Steam#early access#indie#indie games#indie dev#game dev#game development#video games#game#Bright at Midnight
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Elysian Eclipse V 0.4.0 is here!
Patchnotes for all 0.4.x updates: https://www.elysian-eclipse.com/#/wiki/V_0.4_Patchnotes
Supporter Download: [Outdated]
More info and a FREE version of Cell and Aquatic Stage:
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Potatostrike - Beta Version 0.4.0
A new patch for Potatostrike has been relased.
Version 0.4.0 reworks nearly all the player weapons in the game. Out favorite potato space fighter has become even stronger!
Additionally, enemy weapons have also been adjusted.
Download the new version here: https://lmg3864.itch.io/potatostrike
Patch notes for Potatostrike version 0.4.0: https://lmg3864.itch.io/potatostrike/devlog/782071/patch-notes-beta-040
To update the game, simply delete the old game files and replace them with the new ones.
Save files are stored separately and will not be affected.
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New features in the checkpoint package, version 0.4.0
(This article was first published on Revolutions, and kindly contributed to R-bloggers)
by Andrie de Vries
In 2014 we introduced the checkpoint package for reproducible research. This package makes it easy to use R package versions that existed on CRAN at a given date in the past, and to use varying package versions with different projects. Previous blog posts include:
Introducing the Reproducible R Toolkit and the checkpoint package
An update to the checkpoint package
New features in checkpoint v0.3.15 now on CRAN
On April 12, 2017, we published version 0.4.0 of checkpoint to CRAN.
The checkpoint() function enables reproducible research by managing your R package versions. These packages are downloaded into a local .checkpoint folder. If you use checkpoint() for many projects, these local packages can consume some storage space, and this update introduces functions to manage your snapshots. In this post I review:
Managing local archives:
checkpointArchives(): list checkpoint archives on disk.
checkpointRemove(): remove checkpoint archive from disk.
getAccessDate(): returns the date the snapshot was last accessed.
Other:
unCheckpoint(): reset .libPaths to the user library to undo the effect of checkpoint().
Setting up an example project
For illustration, set up a script referencing a single package:
library(MASS) hist(islands) truehist(islands)
Next, create the checkpoint:
dir.create(file.path(tempdir(), ".checkpoint"), recursive = TRUE) ## Create a checkpoint by specifying a snapshot date library(checkpoint) checkpoint("2015-04-26", project = tempdir(), checkpointLocation = tempdir())
Working with checkpoint archive snapshots
You can query the available snapshots on disk using the checkpointArchives() function. This returns a vector of snapshot folders.
# List checkpoint archives on disk. checkpointArchives(tempdir())
## [1] "2015-04-26"
You can get the full paths by including the argument full.names=TRUE:
checkpointArchives(tempdir(), full.names = TRUE)
## [1] "C:/Users/adevries/AppData/Local/Temp/RtmpcnciXd/.checkpoint/2015-04-26"
Working with access dates
Every time you use checkpoint() the function places a small marker in the snapshot archive with the access date. In this way you can track when was the last time you actually used the snapshot archive.
# Returns the date the snapshot was last accessed. getAccessDate(tempdir())
## C:/Users/adevries/AppData/Local/Temp/RtmpcnciXd/.checkpoint/2015-04-26 ## "2017-04-12"
Removing a snapshot from local disk
Since the date of last access is tracked, you can use this to manage your checkpoint archives. The function checkpointRemove() will delete archives from disk. You can use this function in multiple ways. For example, specify a specific archive to remove:
# Remove singe checkpoint archive from disk. checkpointRemove("2015-04-26")
You can also remove a range of snapshot archives older (or more recent) than a snapshot date
# Remove range of checkpoint archives from disk. checkpointRemove("2015-04-26", allSinceSnapshot = TRUE) checkpointRemove("2015-04-26", allUntilSnapshot = = TRUE)
Finally, you can remove all snapshot archives that have not been accessed since a given date:
# Remove snapshot archives that have not been used recently checkpointRemove("2015-04-26", notUsedSince = TRUE)
Reading the checkpoint log file
One of the side effects of checkpoint() is to create a log file that contains information about packages that get downloaded, as well as the download size. This file is stored in the checkpoint root folder, and is a csv file with column names, so you can read this with your favourite R function or other tools.
dir(file.path(tempdir(), ".checkpoint"))
## [1] "2015-04-26" "checkpoint_log.csv" "R-3.3.3"
Inspect the log file:
log_file
## timestamp snapshotDate pkg bytes ## 1 2017-04-12 15:05:12 2015-04-26 MASS 1084392
Resetting the checkpoint
In older versions of checkpoint() the only way to reset the effect of checkpoint() was to restart your R session. In v0.3.20 and above, you can use the function unCheckpoint(). This will reset your .libPaths to the user folder.
.libPaths()
## [1] "C:/Users/adevries/AppData/Local/Temp/RtmpcnciXd/.checkpoint/2015-04-26/lib/x86_64-w64-mingw32/3.3.3" ## [2] "C:/Users/adevries/AppData/Local/Temp/RtmpcnciXd/.checkpoint/R-3.3.3" ## [3] "C:/R/R-33~1.3/library"
Now use `unCheckpoint()` to reset your library paths
# Note this is still experimental unCheckpoint() .libPaths()
## [1] "C:\\Users\\adevries\\Documents\\R\\win-library" ## [2] "C:/R/R-33~1.3/library"
How to obtain and use checkpoint
Version 0.4.0 of the checkpoint package is available on CRAN now, so you can install it with:
install.packages("checkpoint", repos="https://cloud.r-project.org")
The above command works both for CRAN R, and also for Microsoft R Open (which comes bundled with an older version of checkpoint). For more information on checkpoint, see the vignette Using checkpoint for reproducible research.
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Activity+ v0.4.0: Anti-Rollup Rollout
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