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Updates and Announcements - Page 14
The My Colony 2 Mod Shop Is Now Open For Submissions!
As I prepare to begin work on the next release of My Colony 2, one of the biggest new additions by far is going to be the in-game Mod Shop, where players can now finally easily download, manage, and activate mod content right from within the game. The Mod Shop will also handle automatically keeping players' mods up to date, and provide easy discoverability and feedback for mod creators.
Of course, a Mod Shop is nothing if it doesn't contain any mods, so prior to the release of the next My Colony 2 update, I am announcing the availability of the (beta) version of the new Mod Shop Creators Portal!
https://modshop.my-colony.com/
The URL is easy enough to get to. Once at the Mod Shop portal, sign in with your Ape Apps Account and create a new project on the server. You can set up your creator profile as well. In order to be featured in the Mod Shop, a mod will need, at a minimum, a My Colony 2 data file (of course), and at least 1 screenshot. You can also include a stylized icon/logo to give your mod more appeal in the mod shop listing. The Mod Shop will also contain ways in-game that users can donate money to you to support your efforts, or to transfer Ape Coins to your Ape Apps Account in exchange for a mod download (they can also be totally free).
The new Mod Shop is only one of the exciting changes that will be arriving in the next My Colony 2 update, which should be the largest update since the game's initial release, so stay tuned for more as I highlight some of the other upcoming additions and changes over the next couple of weeks (it's gonna take me a bit longer than usual on this one, due to the scope).
Enjoy, and let me know what issues you have submitting your content to the Mod Shop.
#mycolony2 #mycolony2modshop
Of course, a Mod Shop is nothing if it doesn't contain any mods, so prior to the release of the next My Colony 2 update, I am announcing the availability of the (beta) version of the new Mod Shop Creators Portal!
https://modshop.my-colony.com/
The URL is easy enough to get to. Once at the Mod Shop portal, sign in with your Ape Apps Account and create a new project on the server. You can set up your creator profile as well. In order to be featured in the Mod Shop, a mod will need, at a minimum, a My Colony 2 data file (of course), and at least 1 screenshot. You can also include a stylized icon/logo to give your mod more appeal in the mod shop listing. The Mod Shop will also contain ways in-game that users can donate money to you to support your efforts, or to transfer Ape Coins to your Ape Apps Account in exchange for a mod download (they can also be totally free).
The new Mod Shop is only one of the exciting changes that will be arriving in the next My Colony 2 update, which should be the largest update since the game's initial release, so stay tuned for more as I highlight some of the other upcoming additions and changes over the next couple of weeks (it's gonna take me a bit longer than usual on this one, due to the scope).
Enjoy, and let me know what issues you have submitting your content to the Mod Shop.
#mycolony2 #mycolony2modshop
Bug Reporting Changes
I have made some changes to the Bug Reporting sections for both My Colony and My Colony 2 to hopefully make it a bit easier to track bugs and their progress. This was done by making a new "Bug Tracker" page type, which looks like this:
New bugs can be created by any user, and the author of the bug (or a page moderator) has the ability to mark issues as closed or to re open them. Anyway, it's fairly simplistic at the moment, but it might be expanded later on, so if you have suggestions on things I should add to the new bug tracker sections, feel free to reply to this post and let me know!
New bugs can be created by any user, and the author of the bug (or a page moderator) has the ability to mark issues as closed or to re open them. Anyway, it's fairly simplistic at the moment, but it might be expanded later on, so if you have suggestions on things I should add to the new bug tracker sections, feel free to reply to this post and let me know!
Updates to the My Colony Universe Website
The My Colony Universe website uses the same base code as the main Ape Apps site (the site you are on right now), but has been lingering for months on an older build of the code. As a result, a lot of things on the site were just broken, one of which being the entire Comics section of the site.
As of now, both this site and the My Colony Universe have been migrated to the latest code, and this brings improvements all around, but particularly to the aforementioned Comics functionality.
https://www.my-colony.com/viewpage.php?p=comics
The Comics section will now display each available comic book in "book cover" format. In addition though, there have been major upgrades to the Print layout for a comic book. I had originally envisioned that a reader, if he or she wanted, would be able to print a comic book out using their own printer. Now when you are inside a comic book (see the Deimos Comic for example) and choose to Print from your browser, all extraneous site information is hidden and you are given a clean comic header including title and page number (for best effect, you should turn off the browser provided headers and footers). The pages are formatted to come out right on either US Letter or A4 paper sizes in portrait mode.
Anyway, the Comics section is currently not very utilized, but I do plan to eventually have the entire Deimos trilogy story on there, as well as the Death 3D story, and probably some other My Colony related stores as well. The comics are built using characters from My Tokens, but can also be made using any custom artwork, as seen from @GeneralWadaling 's comic The Ancient Archives. In addition, anybody with an Ape Apps Account should be able to create their own My Colony Universe fan comic in the Comics section at My Colony Universe.
And coming to the My Colony website next week, something awesome for all My Colony 2 modders, but stay tuned for that.....
#deimos #mycolony #mycolonyuniverse #mytokens
As of now, both this site and the My Colony Universe have been migrated to the latest code, and this brings improvements all around, but particularly to the aforementioned Comics functionality.
https://www.my-colony.com/viewpage.php?p=comics
The Comics section will now display each available comic book in "book cover" format. In addition though, there have been major upgrades to the Print layout for a comic book. I had originally envisioned that a reader, if he or she wanted, would be able to print a comic book out using their own printer. Now when you are inside a comic book (see the Deimos Comic for example) and choose to Print from your browser, all extraneous site information is hidden and you are given a clean comic header including title and page number (for best effect, you should turn off the browser provided headers and footers). The pages are formatted to come out right on either US Letter or A4 paper sizes in portrait mode.
Anyway, the Comics section is currently not very utilized, but I do plan to eventually have the entire Deimos trilogy story on there, as well as the Death 3D story, and probably some other My Colony related stores as well. The comics are built using characters from My Tokens, but can also be made using any custom artwork, as seen from @GeneralWadaling 's comic The Ancient Archives. In addition, anybody with an Ape Apps Account should be able to create their own My Colony Universe fan comic in the Comics section at My Colony Universe.
And coming to the My Colony website next week, something awesome for all My Colony 2 modders, but stay tuned for that.....
#deimos #mycolony #mycolonyuniverse #mytokens
My Colony 2 v0.18.0 Released
I am now putting the finishing touches on My Colony 2 v0.18.0 which should be hitting all platforms over the next couple of days. This update contains changes for modders, some new content, and a couple of QoL improvements that you might find helpful, so let's take a look at what's new!
To get started, let's first take a look at the new content in this release. The My Colony 2 engine now has support for fixed-size, non-infinite maps, which you can see demonstrated with the new My Colony Classic map. With My Colony Classic, you will start out on a flat 160x160 Red Planet map which contains resource levels similar to the Red Planet map in My Colony 1. This map probably is not suitable for multiplayer, but it is suitable for those who want to switch gameplay up a bit and try something a bit closer in style to the original My Colony.
Moving along, two new research techs have been added in this update, Galactic Commerce and Multimedia Infrastructure. In addition to the new techs, there are four new structures available, the Ore Synthesis Lab, the Galactic Stock Exchange, the Multimedia Studio, and the Security Wall.
Next up, a handful of interface updates have been introduced in this release. Returning from My Colony 1, you can now do a click/hold gesture to bring up the box select feature, allowing you select multiple units at once. New in MC2, you can also just ctrl+click using a keyboard do use the box select feature.
Before this update, giving a group of units a move order at the same time would place all of them on the exact same location. They will now be slightly spread out if you are moving multiple units at once.
The Park Unit feature is now available for all units. You can now assign a unit a parking space that they will return to whenever they are done working. This is a great feature given the infinite map sizes, as you can now keep builder units in specific areas, and you can also have dedicated bot areas spread throughout your map so that you always have a builder nearby.
The Encyclopedia and Settlement Stats have been expanded slightly, although there is still a ton of work to be done. Settlements in particular will now show GDP statistics, but keep in mind that the GDP data will be a bit inaccurate for the first hour or so of play time, until the engine has enough data collected to put together a more accurate assessment of your settlement's economy.
If you use the Ape Apps Launcher and you have joined a multiplayer MC2 server, you will now receive a desktop notification when a server you have joined comes online, even if you do not have My Colony 2 open. This is handy for players who join a non-dedicated server and want to be alerted as soon as their server comes online.
Several bugs have been fixed in this release. Some of the more important involve an issue where playing a modded game would not load properly after the first play. Also, the structure placement "chain mode" toggle button has been fixed now.
I have made changes to the data structure for Units and Structures that any user creating game mods should be aware of going forward. Previously, Unit and Structure data objects had to specify what units/structures they were able to build, respectively. This has now been reversed, and Units must now specify where they are built, and Structures must specify which units build them. You can read more about the reasoning for this change in this thread, but this should make modded content better overall in the long run. Right now, both the old data structure and new data structure will be recognized by the engine, but do use the new way on all modded content going forward, as the old way is now considered to be depreciated and will no longer be maintained going forward.
It is now much easier for modders to export content bundles containing several new objects. Now when you are in the game editor and choose Export Bundle -> Object Bundle, you will be presented with a new export window that lets you select which data objects you want to add to the bundle. Prior to this, if you wanted a bundle with only certain objects in it, you would have to manually remove all unwanted objects from the game before export, which was very tedious.
The game editor menu now also includes a Blank Slate option, which will remove all content from the editor and let you create a brand new game from scratch. Again, this is an extremely handy new feature, as you would previously have to manually remove all existing content if you were wanting to create a Total Conversion mod.
There are a handful of other little changes and updates you will find in this release, which I cannot remember off of the top of my head, but you can try them out right now on the Launcher or on Ape Web Apps, and they should be hitting the app stores over the coming days.
Looking ahead, over the next few weeks I am going to be putting together a Mod Shop website, where mod creators can upload their modded content, and in MC2 v0.19.0, the new Mod Shop will be browsable from within the game. Users will still be able to distribute their mods manually like they could before, but the benefits of the new Mod Shop will be:
Speaking of mods as well, right now mods can only be installed on new game creation. I will soon be adding a Mod section to the Statistics screen which will allow you to install/remove/update mods for a game after it's been created. Obviously you can bork your game by doing this, so make sure to save a backup of your game before changing it's content. There will be in-game warnings posted to that effect as well.
So anyway, that is what's new with My Colony 2! I hope you enjoy the update, and stay tuned for a whole lot more in the future!
https://www.apewebapps.com/my-colony-2/
#mycolony2
To get started, let's first take a look at the new content in this release. The My Colony 2 engine now has support for fixed-size, non-infinite maps, which you can see demonstrated with the new My Colony Classic map. With My Colony Classic, you will start out on a flat 160x160 Red Planet map which contains resource levels similar to the Red Planet map in My Colony 1. This map probably is not suitable for multiplayer, but it is suitable for those who want to switch gameplay up a bit and try something a bit closer in style to the original My Colony.
Moving along, two new research techs have been added in this update, Galactic Commerce and Multimedia Infrastructure. In addition to the new techs, there are four new structures available, the Ore Synthesis Lab, the Galactic Stock Exchange, the Multimedia Studio, and the Security Wall.
Next up, a handful of interface updates have been introduced in this release. Returning from My Colony 1, you can now do a click/hold gesture to bring up the box select feature, allowing you select multiple units at once. New in MC2, you can also just ctrl+click using a keyboard do use the box select feature.
Before this update, giving a group of units a move order at the same time would place all of them on the exact same location. They will now be slightly spread out if you are moving multiple units at once.
The Park Unit feature is now available for all units. You can now assign a unit a parking space that they will return to whenever they are done working. This is a great feature given the infinite map sizes, as you can now keep builder units in specific areas, and you can also have dedicated bot areas spread throughout your map so that you always have a builder nearby.
The Encyclopedia and Settlement Stats have been expanded slightly, although there is still a ton of work to be done. Settlements in particular will now show GDP statistics, but keep in mind that the GDP data will be a bit inaccurate for the first hour or so of play time, until the engine has enough data collected to put together a more accurate assessment of your settlement's economy.
If you use the Ape Apps Launcher and you have joined a multiplayer MC2 server, you will now receive a desktop notification when a server you have joined comes online, even if you do not have My Colony 2 open. This is handy for players who join a non-dedicated server and want to be alerted as soon as their server comes online.
Several bugs have been fixed in this release. Some of the more important involve an issue where playing a modded game would not load properly after the first play. Also, the structure placement "chain mode" toggle button has been fixed now.
I have made changes to the data structure for Units and Structures that any user creating game mods should be aware of going forward. Previously, Unit and Structure data objects had to specify what units/structures they were able to build, respectively. This has now been reversed, and Units must now specify where they are built, and Structures must specify which units build them. You can read more about the reasoning for this change in this thread, but this should make modded content better overall in the long run. Right now, both the old data structure and new data structure will be recognized by the engine, but do use the new way on all modded content going forward, as the old way is now considered to be depreciated and will no longer be maintained going forward.
It is now much easier for modders to export content bundles containing several new objects. Now when you are in the game editor and choose Export Bundle -> Object Bundle, you will be presented with a new export window that lets you select which data objects you want to add to the bundle. Prior to this, if you wanted a bundle with only certain objects in it, you would have to manually remove all unwanted objects from the game before export, which was very tedious.
The game editor menu now also includes a Blank Slate option, which will remove all content from the editor and let you create a brand new game from scratch. Again, this is an extremely handy new feature, as you would previously have to manually remove all existing content if you were wanting to create a Total Conversion mod.
There are a handful of other little changes and updates you will find in this release, which I cannot remember off of the top of my head, but you can try them out right now on the Launcher or on Ape Web Apps, and they should be hitting the app stores over the coming days.
Looking ahead, over the next few weeks I am going to be putting together a Mod Shop website, where mod creators can upload their modded content, and in MC2 v0.19.0, the new Mod Shop will be browsable from within the game. Users will still be able to distribute their mods manually like they could before, but the benefits of the new Mod Shop will be:
- Easy mod discoverability/install
- Automatic updating of mod content
- User feedback and reviews of mods
Speaking of mods as well, right now mods can only be installed on new game creation. I will soon be adding a Mod section to the Statistics screen which will allow you to install/remove/update mods for a game after it's been created. Obviously you can bork your game by doing this, so make sure to save a backup of your game before changing it's content. There will be in-game warnings posted to that effect as well.
So anyway, that is what's new with My Colony 2! I hope you enjoy the update, and stay tuned for a whole lot more in the future!
https://www.apewebapps.com/my-colony-2/
#mycolony2
My Colony v1.16.0 Released
The original My Colony has just been updated to v1.16.0 and should be hitting all platforms shortly! This is a minor bug fix and stability release, rolling up fixes for all bugs reported through the Ape Market Console since September.
Enjoy the update, and when you are ready to take a break from My Colony, check out the sequel My Colony 2, now available on most platforms as well!
https://apps.ape-apps.com/my-colony-2/
#mycolony
Enjoy the update, and when you are ready to take a break from My Colony, check out the sequel My Colony 2, now available on most platforms as well!
https://apps.ape-apps.com/my-colony-2/
#mycolony