Koalabeast Games

Category: Announcement (page 1 of 2)

Graphics Upgrade and Yellow Tiles

We rolled out two changes:

Pixi.js Upgrade

We’ve upgrade Pixi.js to its latest version, which is the WebGL graphics engine we use. This will provide greater stability and performance. It is possible this could break some addons or userscripts. We warned of this a few weeks ago and suggested authors update their code if needed. If you are suddenly having issues with TagPro and use TagPro addons, disable them to figure out which one needs updating and find a new version.

Yellow Speed Tiles

We previously posted about Yellow Speed Tiles coming to TagPro. This has been deployed. We’ve also upgraded all the maps, built-in texture packs and some of the common map editors. If you are suddenly missing tiles in-game, you are likely using a custom texture pack and will need to get an updated version from the author. Or switch to a built-in texture pack.

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Yellow Team Tiles Are Coming!

UPDATE: Yellow tiles are deployed. Enjoy!

In the coming days, we will turn on yellow team tiles. Yellow team tiles will give a speed boost to both teams. We are going to update all maps that used a checkered strategy to instead use yellow team tiles. We have updated all the built-in texture packs with a yellow team tile. This should just work for most players. However, if you are using a non-standard texture pack, you will need to update your own tiles.png with a yellow team tile or obtain a new file from the author.

We will also be updating the unfortunate-maps map editor with the ability to use yellow tiles. Any downstream forks of the map editor should merge in these changes ASAP. NewCompte has already made some Pull Request to popular forks with the change.

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Jimmy is back! TagPro Halloween event starts on Friday.

UPDATE: The event is live!

The classic Halloween event is back this Friday. You’ll be disarmed this time around – no pumpkins to throw. But Jimmy is back with a vengeance. He’s armed his zombies with even more stealth. Survivors can no longer see Zombies through walls!

Spawning?

Like past events, once the event begins on Friday, it will spawn the first 15 mins of every hour. It will spawn 5 mins early on Pi, Sphere, Origin and Orbit.

Flair?

Yes, there will be new flair to obtain! Winning a match as a zombie gives you a chance to find Candy Corn. Winning as a survivor results in a Bat. Winning as the Sole Survivor earns you a Jack!

Why not something totally new?

I did make a whole new event but – it wasn’t that fun. They all can’t be insta-winners. So we decided instead of forcing it on a tight deadline, we’d play a classic-mode (with a twist) that most everyone has loved.

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We’d like to introduce our new TagPro developer: Gem!

We are excited to add Gem to the development team. She is a long time community veteran who has been very helpful through the years, especially on the league front. She has built several sites and tools to help with league promotion, draft and management. When she isn’t participating in TagPro, she works as a professional developer building awesome web applications.

All of us, Gem included, realize she has a checkered reputation in the /r/MLTP community. In the time we’ve been closely working with Gem, we’ve been impressed with her skills and poise. We know she is a hard worker and will be an excellent addition to the development team.

Gem will be initially getting her feet wet in the TagPro code by reworking the moderation tools and adding in some much needed features for leagues/private groups.

We look forward to working with Gem and her helping to build a higher quality product for you.

Welcome aboard Gem!

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Return of the Blog

It’s been a long time since our last update.  A full calendar year plus nine months.   We want to revitalize this platform and post more regularly about our technical work. It’s been so long we feel we should write an update. We’ve completely changed gears from working on Next and spent our time updating TagPro Classic. What follows is a timeline of our work since then.

By this point the community had made it clear we weren’t doing enough work on TagPro Classic. The hot topic was about getting new players to play the game. For a long time our primary source for new players came from AskReddit threads, and since being banned for vote manipulation we could no longer participate. The lack of new players was noticeable. We shifted our focus to develop more features for Classic.

Mentioning our plans for Kongregate blew up on us. As always it took us much longer than we expected to finish this up. There was enormous difficulty in building a user account system for Kongregate users.  This time-consuming task made it difficult to put other features in, and we also had little to report for a while since it’s all invisible backend changes. Not to mention it was summer and we step back to have fun in the sun. We still added updates in the mean time:

At this time the community was in full force meming hard on the volume slider. Some of it was pretty funny. Immense frustration with our lack of visible progress for Kongregate created an atmosphere of doubt we’d be able to do the job . We then created a new role for a community manager to help us with keeping a respectful communication channel with everyone.

This was where we had drawn the line for Classic, we met our initial goals for Classic and even went  further and put it on Kongregate. From this point it was unclear what we should do. The community still desperately needed more players and our efforts only minimally paid off. In addition more and more features are requested for Classic.

We realized at this point we can’t simultaneously work on two games. Splitting our efforts increases the difficulty to add features. All our attention had been on Classic and we had little time to work on Next. Members of the community who believed in that project saw no  progress while we kept saying in every monthly update Next is still planned. We needed to decide on one project. We tabled development on Next and attempted to keep the larger group of Classic players happy.

The community didn’t take this last update well. Our community manager helps us facilitate a respectful communication channel with everyone. That month of September we had several updates ready to be pushed into production once they went through a final code review. Our community manager tried to meet with us, but we couldn’t coordinate a time. We were unable to relay our progress, and our community felt abandoned. Overall a rough month.

Here we are today. We’ve announced in previous updates we’re working on a single world joiner. We want to use this to help reduce latency and spawn a simple matchmaking system. This is another idea likely to blow up on us. These massive updates take time, lots of testing, and patience. We have other features in the pipeline too. We’ll likely finish the smaller things before the joiner.

Be patient 🙂

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Lucky and Ankh get rekt by cz and OmicroN in first TagPro Next match

Sorry about there being no sound. I decided to record the first match ever on a whim and screwed it up.

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How to Volunteer for TagPro Next Alpha Testing

In the future, we’ll begin alpha testing very early builds on the TagPro Next client. If you’d like, you can help us by volunteering to be an alpha/beta tester for TagPro Next! Initially, the alphas will be far from complete games – they will be very early builds mostly aimed at testing basic game play mechanics. We want to make sure TagPro Next is a fun game, so we think it’s important to get feedback from the community early on. To be considered for testing, just go to your profile and opt-in:

Be honest in your selections, we’ll be running a lot of alphas that target certain situations. For example, we might run an alpha phase for users that prefer a certain browser or have low frame rates in Classic.

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New Koalabeast Logo and Engine Progress

First, join us in welcoming the new Koalabeast. As our new company logo, you’ll be seeing more of this devious little jerk.

New Koalabeast Logo

More progress has been made on the prototype engine. A lot of it under the hood while refactoring the Pixi.js rendering code. We did add the flag/base to the engine and were really pleased how such a small thing breathed life into the game. We’ve also began adding controls to the engine so that we can easily tweak the physics of the game while playing. You’ll also notice the camera is locked to the player now.

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