A small update to Argus today:
-The main change is the removal of the maximum Texture Frames box on the Costume Information Window. The maximum Texture Frame is now calculated automatically when 3D mode is entered.
Like all music packs, the DLC includes a full description of the music as a pdf booklet. Here is a track list:
Violet Night (Dub Version)
The Parents In The Walls (Flatspace Version)
How Lonely (Flatspace Version)
Tainted Pain (Flatwave Mix)
Fear Is Everywhere (Flatspace Dub)
What You Could Have Won (Flatspace Version)
Happy flying,
Mark
Strategy Sale Now On
Hello Strategy Masters!
Taskforce and Radioactive are on sale for a few days.
Almost two years in development, Taskforce is technically the biggest game I ever created, and owes its origins to Hilt II (and and older Taskforce game) on Amiga. A squad-level turn based game where a group of soldiers must battle the evil October Morgane.
Radioactive is a turn based game (with real time elements) for 1 to 4 players based on an old principle of selecting a unit, setting the angle and power and trying to obliterate the enemy.
Happy Playing,
Mark
SFXEngine Vehicles Sound Pack Released
Vehicles for SFXEngine was released today. This sound effect preset set includes looping engine noises for cars and other vehicles, plus controls and car fixture sounds such as doors, windscreen wipers, and more. The set also includes aircraft and sea-craft sounds, vehicle crash sounds, and several loops for sci-fi-racer engines. To round off the collection there are also some factory machine sounds of the sort often used in first person shooter environments. Contains 75 sounds, 5 environments, 45 samples, 77 modulators.
Supplied in SFXEngine project format. Easy or modify, with lots of samples and modulators that are free to use and re-use.
First developed in April 2004 and constantly upgraded ever since, SFXEngine has been used on countless games over the years. SFXEngine was typically sold in two flavours; a basic version and a pro-version. Today, you can find SFXEngine here:
The Steam Winter Sale is now on and lots of Cornutopia Games are taking part. Find offers on Flatspace IIk, Radioactive, Taskforce, The Gunstorm series, Future Pool, Future Snooker, Yinyang, and more, including DLC.
All links here:
https://store.steampowered.com/developer/Cornutopia/
Like all music packs, the DLC includes a full description of the music as a pdf booklet. Tracks will include:
Violet Night (Dub Version)
The Parents In The Walls (Flatspace Version)
How Lonely (Flatspace Version)
Tainted Pain (Flatwave Mix)
Fear Is Everywhere (Flatspace Dub)
What You Could Have Won (Flatspace Version)
Happy Playing,
Mark
Argus updated to v1.62
Hello All,
Argus has been updated to v1.62 today.
A small update to Argus today with two bug fixes:
-Fix to Generate Start Events which would infinite loop if the entire track was selected.
-Fix to Flip U/V message box which used the 'Error' icon rather than the 'Information' icon.
A brief Halloween Sale is now on, with most of the Cornutopia Games and DLC taking place. From Flatspace to SFXEngine, from Taskforce to Gunstorm II, find everything with 15% off for the next 96 hours...
All links here:
https://store.steampowered.com/developer/Cornutopia/
The new Inside Sound Pack for SFXEngine is released today. Inside contains 40 looping sounds of locations and places, hugely useful sound loops for background ambience. Easily customised, the environments use the Everlooper engine to offer seamless loops of any length you prefer. Sounds include factory sounds, computer rooms, alien space-craft ambience, and more. Contains 40 sounds, 7 environments, 44 samples, 32 modulators.
Supplied in SFXEngine project format. Easy or modify, with lots of samples and modulators that are free to use and re-use.
First developed in April 2004 and constantly upgraded ever since, SFXEngine has been used on countless games over the years. SFXEngine was typically sold in two flavours; a basic version for around $50 and a pro-version for $100. Today, you can find SFXEngine here:
Another update to Argus today:
-Fix to count events which failed to add the number of Set Modulator events to the overall total.
-Removed 'Quarter Pi' and 'Half Pi' shortcuts from the Modulator depth context menu. The setting of Pi, with Half and Double options, can do this.
-Supressed the warning about optimal splitting of tracks with Kill events as Kills don't normally affect splitting.
-Confirmation is asked for when starting a render if some sections or events lie beyond the To Frame.