As some of you already know, the 1.1 patch for Avatar Farm has been released. This is the detailed list of changes:
- Fixed some frequent background loading issues
- (Hopefuly) fixed frequent freezes due to P2P score sharing
- Added a setting to disable P2P Score sharing
- Increased view distance of the plant icons
- Increased player walk speed around 15%
- Reduced experience gained for fast-growing plants
- Increased experience required to level up
- Increased level cap to 18. Some plant requirements have been updated to fit in the new range.
- Fixed not being able to move up when you’re in the 2nd row, 1st column on the purchase screen.
- Increased the time it takes for a plant to die in 50%. Also added a minimum of 12 hours for a plant to die.
- A message is shown when you exit the game, showing the time you have until some plants start dying.
- Recycling gathered land no longer gives 5 coins.
- No autosave message is shown on trial mode.
- Increased autosave interval to 5 minutes (instead of 2 minutes).
- Reduced autosave duration by 25%.
- Fixed not being able to set sound/music volume to 70.
- Fixed Code 4 crash when trying to show more than 64 plant icons at the same time.
- Fixed Trees not growing fruits on the correct season when loading the game.
- Now trees won’t instantly grow fruits when purchased.
- Added 2 new camera modes: Isometric (not exactly, but almost) and a global view to admire your farm 🙂 (you can’t play in this camera mode)
- Fixed a minor camera rotation issue
- The active camera is saved
- Added new decoration elements: Country flags.
As the title says, sadly the freezing issues haven’t been fixed with the changes we did to the P2P score system.
But now there’s a way to disable P2P score sharing on the game settings, so you can get rid of the freeze just by disabling them.
Of course you won’t be able to mantain a syncrhonized scoreboard if you disable them, but you can always enable it for a while, wait for them to synchronize, and then disable again.
We’re still working on this and looking for the reason for these freezes, but, to tell the truth: Now we’re totally clueless. We’re out of ideas as of what can be happening now. So we can’t promise we’ll be able to fix it. But rest assured we’ll try our hardest.
Tags: Avatar Farm!, update
Raventhorne, the first game of the Summer Uprising, has been approved and is ready for download! You can download the game, or a trial version, from here: http://bit.ly/pCBNxa
Tags: Raventhorne, release
Hi everybody,
As you may have experienced, Avatar Farm! has a freezing issue that can occur anytime while you’re playing. First things first, our apologies for releasing a game with a bug as that one on it.
Now our excuses:
As some of you may know, the XBLIG platform doesn’t support official leaderboards, or setting up our own servers to store gamer data or provide services to gamers. For that reason, we use a custom P2P sharing scoreboard. This system works as follows: While you’re playing, network sessions are created from time to time, and other players playing the game at the same time join that session. Once joined, scoreboard data is shared between both players, and data is stored on both computers. After that, they disconnect and start over again.
Although quite dirty (too many connections, lots of repeated entries sent…), the system works, which is better than nothing.
Sadly, this environment is hard to test while developing the game: At most we can test with only a handful of consoles/computers sharing data. In this controlled situation, the system works fine and everything goes smoothly. But, once the game was made available on the Marketplace, literally hundreds of people are playing the game at the same time, connecting and sending data each other.
In this situation, some issue in our code arises and causes a total freeze: The only option when this happen is to reboot the console with the power button.
We’ve tried our best to reproduce the issue in our limited environment, to no avail: We’ve let a handful of systems running and sharing at an increased rate (around 100x the rate on the released version), and no freezes are found. So we’ve had to look for the issue “by intuition”, looking carefully at the source code and trying to guess what could be happening (since there’s no way to determine where is exactly the game freezing).
We’ve found some things that could be causing the issue, and fixed/improved them, but there’s no way to be 100% sure that we’ve fixed the freezings. So, to ensure you can keep playing even if we haven’t fixed it, we’re going to add an option to disable P2P score sharing.
Meanwhile, we have some workarounds you can do to avoid the freezings:
- (Only if you are using a wired connection) If you just unplug the network cable once the game has started (Xbox Indies need you to be online to start the game, but once started you should be fine), you won’t share scores with anyone so no freezing should happen.
- If you disable online play in parental control settings, you won’t be able to share scores as well and you should be safe (remember to enable it again to play other games!).
Since XBLIG doesn’t allow to submit an update until 7 days after a game is released, we won’t be able to submit the update until next Thursday. And once the update is submitted, there’s the usual approval process, which can take a week. So we expect the update to be available around Tuesday 23th.
Other issues:
We’ve been also notified of other issues, such as red screens or sound issues. Many of them are related with a bug in the loading process, which will be addressed in the update as well. This isn’t as usual as the freezings and in most cases you can keep playing.
Gameplay issues:
We’ve received some complaints about plants rotting if you don’t attend to them. Although this is a game design decision, it seems that many players are upset with this mechanic, so we’ll be reducing its effect:
Currently, once a plant is ready to be harvested, it waits 100-150% (randomly selected) of its growth time until it dies.
We’re going to change it in the following way:
- A plant will take 150%-200% of its growth time until it dies.
- The minimum time until a plant dies will be of 12 hours.
So, for example an Aloe Vera now takes 10-15 minutes to die, it will take 12 hours. A pumpkin takes 2-3 days to die, now it will take 3-4 days.
We’re going to add a message when you’re quitting the game where you will be told when do you have to come back if you don’t want any of your plants to die.
We’ve seen as well that many people has leveled up way faster than we intended, there was some people at level 15 in just 7 hours of gameplay. We’re going to increase a bit the experience needed to level up on higher levels (around 25-50%), and more importantly, we’re going to lower the experience bonuses from fast-growing plants (such as aloe vera, cotton…) to 50% of their current value.
We’ll also increase the walk speed of your avatar, we don’t know yet the exact value, but expect an increase of 10-20%.
These are the main things we’re going to change in the next update. We’re going to add some new items as well, and maybe increase the level cap a bit, but we’re not sure yet.
Our intention with this game is to keep updating the game, adding new items and features to add more variation and gameplay elements to it, but we’re only doing it if it proves successful (we hope you understand).
Regards,
The Milkstone Studios Team
Tags: Avatar Farm!, status, update
Our latest game Avatar Farm! has been approved and is ready for download! You can download the game, or a trial version, from here: http://bit.ly/o2KSTQ
Tags: Avatar Farm!, release
Avatar Ninja! 2 has been submitted for Peer Review, if everything goes smoothly it should be available for download next week.
We’ve been working hard on the sequel of our most successful game to date. Here are some of the key changes and improvements compared to Avatar Ninja!
- Improved P2P Highscores:
During the last year, we’ve been improving the performance and features of our P2P score sharing system. There should be no noticeable hiccups while you’re sharing scores with other players.
We’ve also added a new feature for this game: Now you’ll be able to filter through daily, weekly, monthly and all time top scores!
- More & better landscapes:
While playing, you’ll be going through different scenarios. No more getting bored of seeing always the same background!
- Friendly Avatars:
You’re not alone in this training! During your game you’ll see some people running as well… maybe you know them?
- New Hazards & Ninja Moves:
Aside from the usual Jump-Duck-Throw shuriken actions, we’ve added two more actions: Slide (Press B Twice) & Double Jump (Press X twice). Of course, there are new hazards that will require you to use these powers…
- Ninja spells:
You now have the ability to cast a ninja spell from time to time (you’ll know when because you’ll have a special aura). There are two spells at your disposal: One will increase your combo multiplier, while the other will help you recover your health a bit. It’s up to you to decide what to use at each time!
- Ninja Shop:
Your task is harder this time, but don’t fear! You’ll be able to improve your abilities and purchase some improvements at the ninja shop! You’ll be a hero in no time!
Of course, there are lot of additional improvements and changes, but these are the ones I believe are the most important.
Tags: Avatar Ninja!, Avatar Ninja! 2
We’ve set up a forum on the website, so you can provide feedback on our games on a better place than the comments section of the blog posts. Check it out and let us know your thoughts: http://www.milkstonestudios.com/forum
After having gathered the feedback by users, we’ve been working on an update for Infinity Danger that fixes the most common issues found.
- Increased area size by 30% approximatedly
- Decreased player ship collision box size by 50%
- Added a red border so players can clearly see the arena limits
- Decreased a bit the needle and ballistic weapons effectiveness.
- Decreased laser beam opacity when it’s still charging.
- Increased a bit game performance on higher levels.
- If a slow frame rate is detected, the game speed is reduced a bit.
- Piece destructions don’t push the enemy to the borders as much as before.
- When the enemy is in the border of the arena, it will try to move to the center.
It will take some time for the patch to be available, expect at least one week from now.
Tags: Infinity Danger, status, update
The second update for Zombie Football Carnage has been approved. You’ll receive a notification when you start playing the game.
This is mainly a bugfix release that addresses the following main issues:
- Fixed P2P score sharing issues (yet again 🙂 ), now everything works as expected. If you have your local scores filled with people you don’t know (due to the error present in the last update), you’ll have to delete your saved game data to clean the list. Be warned you’ll also lose the improvements you could have bought on the shop. Sorry but there’s no other way to fix this.
- Now the game doesn’t periodically pauses on some consoles due to ingame data saving.
Tags: update, Zombie Football Carnage
During the last week, we’ve been gathering feedback and suggestions from users, in order to finish the first update and make a better game.
The things we’ve planned so far are the following:
BUGFIXES:
- Fixed many P2P score issues, such as not properly loading data from disk or not sorting data on the high score list.
- Some people have experienced random lockups during play. We can’t tell for sure, but we’ve suffered from these as well and we’ve been trying our hardest to find the issue. Since it can happen on the game menu as well, we think it’s related to P2P score sharing, so it should be fixed as well.
- Fixed some minor graphical glitches
GAMEPLAY CHANGES:
- Reduced difficulty of all the 1st quarter waves (So it’s easier for absolute beginners, and a way to rest after a sudden death)
- Increased “The Plague” wave difficulty (It was too easy to be a Sudden Death)
- Reduced enemies movement speed and projectile speed, in order to reduce the game difficulty a bit.
- Increased “Rinosaur Rex” wave difficulty a bit (Rather easy to be a Sudden Death)
- Reduced “Dinobikers Attack” wave difficulty a lot (Too hard to be a 1st quarter)
NEW FEATURES:
- Ask for a confirmation before exiting a game from the Pause menu.
- Added a new background, the Junkyard
- Added some basic instructions when the game starts, so people can learn the basic controls faster
- Added new wave configurations, one per quarter, to increase a bit more the variety.
We expect to finish the patch someday next week. Until then, we’re still open to suggestions and feedback.
Tags: status, update, Zombie Football Carnage