[p]Hey there folks! We've got a MASSIVE merch drop today from Sharkrobot, alongside another update on the state of mod development for Project Nexus. There's a heckuva lot going on on both fronts, so let's get right into it.
First things first: merch! Sharkrobot's really outdone themselves here. T-shirts, hoodies, long sleeves, tank tops, pins, cards AND keychains (oh my!)[/p][p]Seriously, these guys went nuts with it. Check out the collection for yourself over at Sharkrobot.com, there's bound to be something in there that catches your eye. Keep in mind that all limited edition items (Tricky card set, apparel, bonus pins and bundles) will be going away on JUNE 24th, so don't miss out![/p][p][/p][p][/p][p][/p][p]Next up: Modding. We've covered a hell of a lot of ground these past few months. Every major bullet point we talked about in our last sitrep has been completed, and then some. All those changes are live and can be used in your mods right now. Now we'll kick it over to a direct quote from Swain to explain what's coming up next.
The big, final push for M:PN modding is underway: custom Campaigns + Stages and custom Doors are currently in testing! A Campaign, at its simplest, is just a MadCard that describes what Stage a new game should start at. From there, Stages themselves dictate whether or not you go to an Overworld-style hub after beating it, or straight into another Stage. Players will be able to play as many new careers (saved games) based on as many different (or the same) custom Campaigns as they like.[/p][p] Because each Campaign is basically a mini Story-mode, our testing needs have increased a ton. We’re likely to start reaching out for more private tester volunteers within the next week, once we have a serviceable tutorial to distribute. Combined with the completed \[but still unreleased] Cutscenes for SceneTools (including MadCard Maker support), we’re on the verge of full customized modded experiences.[/p][p] That's right folks, full custom friggin' campaigns. Y'all already have all the tools to build your levels, (except cutscenes, but we'll get those to you ASAP. They're done, just not stable) and soon you'll finally have the framework to stitch it all together.
We'll keep you folks posted here with all the major updates as usual, but if you want to stay on top of everything modding related, including our Github updates, the best place to follow is via our Discord. If you want to play around with the mod tools yourself, head over to our modding resources master doc for a collection of everything you need for your modding journey.
Thank you all so much for your continued support. Whether it's buying the merch, creating mods, or even just playing or chatting about the game, it's YOU that enables us to be able to focus on making updates, animations and all the other cool stuff we do. We'll be back in touch again real soon, but until then, keep on truckin'![/p]
That's right, Makeship's back to rustle up some trouble, and this time we've got a proper hat-trick of goodies for ya! The head honcho of MERC himself, the Sheriff in lovable plush form, and the enforcer tag-team of Church and Jorge in enamel pin form!
Y'all know the deal by now. Quality goods that'll mosey your way with affordable flat-rate WORLDWIDE SHIPPING. Can't stick around forever though! Reckon these boys'll be run out of town by MAY 2ND so wrangle 'em up while you can!
Limited Edition Jeb Plushie + Pin & Project Nexus Sitrep!
Makeship has blessed us once again with another merch drop of biblical proportions! This time around it's the OTHER good (allegedly) doctor (allegedly) Jebediah Christoff who's graced us with his presence, both in plushie AND enamel pin form!
Jeb's crusade knows no bounds. He's ready to bring the fight ANYWHERE with low, flat-rate WORLDWIDE SHIPPING.
As for the Project Nexus side of things, we're still plugging away with the Scene Tools updates (the tools for making custom stages!) We're almost ready to push out the following features for y'all to use:
Event System: Add versatility to modded stages using simple-to-use Conditions & Actions, with MCM support!
Interactives & Event Zones: Things that can be used by characters to compel the Event System to do just about anything. Computers, card readers, bombs, medical cabinets, and many more.
Togglables: Moving platforms, disappearing walls, or any kind of world geometry changes that are triggered by the Event System.
Custom Cover/Togglables/Interactives: Everything you need to create these SceneObjects from scratch instead of resorting to Proxies. Doors are on the roadmap but that feature is still in dev.
Removers: Further diversify modded stages with scripts that remove objects from the game based on things like current game difficulty or "world changes" the player has made in other scenes.
Once these are in we'll only have to tackle a couple of other things like cutscenes, then the scene tools will be complete! And after THOSE are complete, we can get working on all the random leftovers like automatons (scripted enemies/bosses) and the ENTIRE MODDING TOOLSET WILL BE COMPLETE!
As we begin to plot our final course through this modding adventure, be sure to let us know what YOU want to see that we haven't gotten around to implementing yet. None of this would be here, or even possible at all without your collective feedback, and we wanna keep building this mod scene up to be the best it can be. Thank you so much for truckin' on with us and we'll see you all again real soon with that update!
Full Release [1.08.e] Update
The release branch is up to date with all beta updates EXCEPT FOR MODDING!
As always, let us know if you see any issues with the new updates, or anything else you spot!
Beta Patch v2.13.l
ːmpn_engiː Beta [2.13.l] ːmpn_engiː
[You can access this build from the [i]releasebeta Branch on Steam]
FIXED
⦁ Characters with modded weapons would sometimes have their full inventory/warchest wiped when the item's mod was removed (or altered to a different MadCard name, which is effectively the same thing). This should be resolved. ⦁ Phobos's Ghost summons should no longer softlock the game. This error was caused by a Ghost being ragdolled at the moment it popped back in from a teleport. It's possible this may also fix issues with Crackpot disappearing from his own fight as well.
Beta v.2.13.j Update
ːmpn_engiː Beta [2.13.j] ːmpn_engiː
[You can access this build from the **releasebeta** Branch on Steam]
TWEAKED
⦁ Sludgethrower offhand grip point wasn't oriented correctly. ⦁ The Bext_short_1 barrel extension's connection point wasn't connected properly.
MODDING
⦁ ``Keycard`` on MadCard_Execute would only accept Items/Collectibles (keycards, c4, etc), but has been expanded to accept equipped weapons too (like the Clockwork Sword vs the S3LF-Eater). Set your Execution MadCard's ``CheckOffHand`` value to true if you don't want only the main hand to be checked for the weapon. ⦁ Added the AddTraits, AddBehaviors, RemoveTraits, and RemoveBehaviors arrays to the Character Marker in the SceneTools project. These let you add some versatility to individual characters beyond their default Traits and Behaviors found on their MadCard. ⦁ The SpawnEnabled boolean is now usable by the Squad spawner (instead of just the Character spawner). Likewise, the Zone Spawner now allows Squads instead of just Characters.
Limited Edition Boombox Man Vinyl Figure and Enamel Pin available NOW!!!
Hey there folks! Things are still chugging along with the Scene Tools over at HQ. Our current objective is getting the Event system ported to a workable format (.JSON) in order to enable custom scripted events in your stages (Think interactables, custom cameras, objectives, cutscenes, etc. Anything beyond raw go-in-room-kill-stuff gameplay.) We’re plugging away to get that to y’all in a stable state ASAP but in the meantime, Makeship’s struck again with some sweet merch and this time it’s a little different.
This time they’ve gone old school. Old school Madness in an all-new format. That’s right, we’ve got one of the true OGs, the legendary Boombox Boy himself brought to life as a slick, sweet ass vinyl statuette. Standing at a TOWERING 8cm (roughly, to the top of his head) tall, this LEVIATHAN will make an excellent addition to any shelf, desk, table or wherever the heck else people display greatness.
Also for you avid pinheads out there, the figure is launching with an accompanying enamel pin! People will FOOLISHLY gaze upon it and think it's just a normal grunt head (or a watch battery) but you'll know the truth. We'll know the truth.
As always with Makeship, these beauties are ready to be sent out to anywhere on the planet (sorry Mooninites) with their low-cost, flat-rate WORLDWIDE SHIPPING. AND if you bundle the figure and the pin together you'll bag yourself a sweet little discount. They are available to order from now through DECEMBER 14TH!!! so don’t delay!
It's here! Today we take another step in the modding journey for Project Nexus. Well, more of a giant leap because today, we've just publicly released the SCENE TOOLS!
What are the scene tools? In short; the tools that are enabling the construction of custom stages. This is currently an extremely early version of what these tools will eventually become, but the groundwork is all here and ready to be tested. Rooms, entrances, spawns, cover, lootables, and a couple extra bits, all currently for Playground only. We go into much further detail in our tutorial doc.
DON'T FORGET TO SWITCH TO THE BETA BRANCH AND BACK-UP YOUR SAVES IF YOU WANT TO MOD YOUR GAME!
We can't wait to see what y'all come up with. Happy mapping!
Gibbing Tree Sitrep and New Limited Merch Drop!
Hey there gang! The past several weeks have been crazy busy for us, so we wanted to give y'all a quick update on what we've been up to, both inside Project Nexus and out. All that, plus a sweet new merch drop!
Sitrep Time!
On the PN side of things, If you caught our latest update post, you'll know that we're about to roll out the beginning of what will soon become custom stages. In short, we're currently working out the kinks with our mod testing corps before releasing the preliminary editing tools hopefully sometime this week. If you want more details, check out the post.
Of course, that's not all we've been up to. Over on Newgrounds, we just celebrated Madness Day 2024 and ho boy... This year was stacked. You guys seriously killed it once again with one of the best crops of animation, art, music and games that we've ever seen. We say it every year, and every year we think we've finally hit the peak, but every time you prove us dead wrong. Seriously, if you haven't already, Go check out the Madness Day 2024 collection over on Newgrounds, there are some genuine GOAT creations there. Ideally by the end of this week we'll have the contest winners announced as we conclude the final portions of the judging process. It's never easy, this year being no exception, but GOSH DARNIT, we're COMMITTED to getting you TIMELY (enough) results!
Oh uh, also we dropped this.
No biggie.
Sick merch!
This time around we've buddied up with Shark Robot to bring you this slick lookin' set of metal cards with art courtesy of par0llel! Ordering gets you the full set of Hank, Sanford, Deimos and Tricky, plus an extra bonus Hank pin. Neat! Hurry though, these bad boys are only available until OCTOBER 15th!
And that's about all we've got for you folks for now. Stay tuned later this week for the initial release of the scene editing toolset and the results of the Madness Day 2024 contest! Keep on truckin'!
Beta v.2.13.a Update
ːmpn_engiː Beta [2.13.a] ːmpn_engiː
[You can access this build from the releasebeta Branch on Steam]
FEATURED
⦁ Custom Stages are coming soon! This update gives the game the ability to read custom scene files for the Playground specifically. Until v1.0 of the tools go out (this week we hope?), you can give the new feature a whirl with the Custom Playground Demo I put on the workshop. It's not a very interesting stage, but it was made with the new tools and is meant to demonstrate how easy it is to put together.
FIXED
⦁ Barrel Cores weren't affecting the firing SFX of the weapons they're attached to. This went away back during the Magiturge update, but we finally caught it. (See Modding below for a related change.) ⦁ Squadmates will now try to get behind shield enemies as they do with G05 Robots and angry G03LMs.
MODDING
⦁ Modded ammo casings were breaking when assigned. Should be fine now. ⦁ Priority system added to the SoundPath value on weapon addons, so certain parts have more leeway over changing a firearm's sound. In descending order, that order is BarrelCap, Core, Magazine, Extension, Bayonet, and Stock. Any other addons do not affect the weapon's firing audio. ⦁ The LeaveToPlayer Trait is now accessible for character MadCards. It forces the user to only target the player squad, and they can only be targeted for attack by the AI if they're in the last remaining squad. (Example: The S-3LF Eater uses this trait).