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Tango Fiesta News

UPDATE #34 - Launch Date, Huge Update, Free Game!

We’re launching Tango fIesta out of Early Access on the 24th September. That’s less than two weeks away! ARGH!

To celebrate, we’ve done a few things…

We’ve just fired an update to the game for you live. It’s likely to be the penultimate update before we go full v1.0. The usual changelist with full details is below, but basically it’s way prettier and way more fun, plus the online is a TON more stable. We’re still keeping the story, steam workshop and final world/enemies/traps/weapons/boss back for launch though. Sorry!

- We’ll be taking Tango Fiesta to EGX in Birmingham, UK. We were born there two years ago in a game jam, and it’s wonderful to be able to come full circle with the game and showing it there one last time! Here's the site for the full lowdown: https://www.egx.net/egx

- We’ll also be launching Tango Fiesta 1.0 LIVE from the show! I hope to update you all with the link, but it should be getting streamed live right here (https://www.youtube.com/channel/UCejV0ECovLMARGaPwzaRoOA) for those who can’t attend. It’ll be at the end of a fun talk we’re doing all about the game’s development.

- We’ve also launched a free game call The Legend Of Tango, which is out right now and you can get it here. It that tells the story of how the game was born in the Rezzed game jam all those years ago, but via the medium of a comedy JRPG. Please do have a play and rate it if you like it!


CHANGELIST!


Updated


Levels are now populated with way more props. Added random props pool for placing in ‘corridors’
Tiles now show their damaged and destroyed sprites
Smoke particle fires on destroyed state for tiles
Added spooky mist to Ghoul Squad
Added godrays to Jungle
Added cloud shadows to Island
Shop music added
All props have correct hit and death sfx & gfx now
Added code to check for Lethal Weapon achievement case.
Overhaul of reviving system code to make it more streamlined
Rebalanced the Neutron Napsack
Numerous Localisation fixes
Improvements to Molotov particles
Updated particle effect for Ghost Trap, making it more obvious who’s been affected


Online


Online play is now silky smooth for all players
Fixes to player dropout detection
Aiming directions now fixed for online
Weapon shimmering fixed for online
Conversations fixed for online
Pause menu Nullref fixed
Enemy bosses fixed in online
Choppers improved code for online
Fixes to player dropout for online multiplayer


Fixed


On landing from the parachute, players are no longer inside out.
Fixed issue where helicopters were invincible
Fixed issue with invisible and invincible zombie enemies
Fixed performance issues with Neutron Napsack
Fixed issue with bosses not moving once the level had started
Balanced enemies
Balanced guns
Fix to relocation code so no more out of level bounds helicopters.
Fixes to damage states for Servers
Updated critical hit sfx
General sfx update for weapons across the board
Made Cobra Cleaner more shotgun-y with an even spread
Manuel shoots double the bullets in one burst it used to, plus has more knockback to help differentiate it from other guns
Correct server asset placed in objective rooms
Fixed issues with sound files not playing in Gun-shop
Fixed enemy spawning with Ramishar
Fixed issue with enemies not changing their targets (on and offline)
Updated Ghoul Squad music layers
Updated gameshow audience sounds
Moved all enemy spawn locations inwards away from room edges to combat wall-spawning bug.
Updated 'min distance to objectives' to 50 across most levels. Only non-50 are first two levels which are fewer.
Reduced level sizes a chunk in response to long loading times.
Fix to if P1 drops out in character select, no one else can proceed
Fixed issue with bosses not moving
Fixed issue with bosses always spawning in spawn zone
Molotov WAY more flame-based now
Reduced total ammo, and ammo per clip, in Neutron Napsack (t'was overpowered)
Fixes to level generation for level 2 and 3
You can no longer be eligible for reviving someone if you're dead
Updated the gamedirector alive count when players drop out
Camera issues Fixed
Fixed a function warning in Gordon for overriding phase transitions

Please do leave us a review if you enjoy the game, check out The Legend Of Tango (below) for a short bit of fun, and see you all soon!

http://store.steampowered.com/app/394720/

The Spilt Milk team

UPDATE #33 - Minecon 2015 Edition

Minecon was AMAZING! We met so many cool indie devs, some of the Mojang team, and a bunch of awesome streamers and youtubers like the epic BaconDonutTV who interviewd us - we'll link to that as soon as its up!

We also met tons of brilliant new fans of Tango acrossthe two days, so if that's you do say hi! It was an unforgettable experience and we're so lucky to have been invited along.

We documented some of the highlights in photo form over on our facebook page too, so you should check that out for some giggles. The sheer amount of stuff left on our stand was mad - we can only assume it’s because Tango Fiesta is so exciting and addictive, it makes people forget how expensive their Minecraft merchandise was!

We worked very hard during the show to get the build fixed if anything came up, and the latest live version (out right now!) is that very same version, you lucky lot.

We also live streamed from the show all weekend and you can watch that here on our Twitch channel (please do follow us too!).

And we’re archiving all the footage over on our YouTube channel which is
boom right here (why not subscribe to this too, eh?)

Here’s the (almost) full list of changes! We’ve left off anything we’ve done to support Localisation, or indeed anything to do with World 5 or the Steam Workshop features (both coming soon!) because while it’s important work it doesn’t really affect what you’ll be able to play right now.

CHANGELIST!


Updated

All guns now have an image during Co-op drop in choice. Specifically added for VCR, Mac n Cheese, Matrix 80.
Chat in Online Lobbies now takes priority for inputs. Put simply: the host will no longer accidentally trigger the level load when chatting.
Clients are now only shown as joined when they're 100% joined. While connecting, their lobby status reads 'connecting'
Host pausing now pauses the game for clients
Join Game/Server Browser screen now supports pagination for more than one screen of results.

Fixed

Fixed an issue where the player was able to swap from an empty gun before game initiated the reload of its clip. This used to result in the player having 'reload' displayed above their head until they reloaded either of their guns again.
Zombies stopped animating occasionally. Now they should always animate when appropriate.
Fixed an issue whereby if you started reloading facing any direction other than horizontal, after the reload, the gun rotates as you aimed and your character pose didn’t.
Fixed an issue where no props were being shown in the Killionaire Boss Fight level other than in the player’s Spawn Room.
Chainsaw now damages enemies in the direction you aim, rather than just to the right.
Killionaire boss fight now always spawns more than 1 boss
Bosses no longer spawn into the boss fight if the player has paused the game.
Yatcha Queen's movement SFX no longer plays in menus if you exit from the fight without finishing it.
Fixed an issue where the player character's drawing order was wrong until players input any button.
Fixed issue where if the player moved between two downed comrades, reviving them each a bit at a time, and does so more than once, then eventually they'll be unable to revive one of them.
Fixed an issue where if any player dropped out of the game while any player was 'dead/downed', the camera would break and fail to center on any players at all.
Fixed the reviving list order so it’s no longer trumping player location when reviving comrades.
Fixed an issue where if two players were dead in close proximity then the game couldn’t tell which of the two players it is you wanted to revive. Now targets closest downed player.
Fixed an issue where the game would assign one life to each player, and if the whole team lost 4 lives, the game would end.
Fixed an issue that would mean occasionally downed players could not be revived at all
Fixed an issue where generic enemies would stop taking damage.
Fixed an issue where the player had a giant floating ‘A button’ icon above them at all times
Fixed an issue where players would appear on the ground before parachuting in
Fixed an issue in co-op where when a player exited, sometimes nobody could lock in their weapon choices
Fixed an issue for Clients where buttons on the Mission Results screens would be doubled up sometimes.

That’s it - short and sweet, and we’re back hard at work on the next update! Not long now till we’ll be announcing a launch date!

See you soon!

The Spilt Milk team

UPDATE #33 - Minecon 2015 Edition

Minecon was AMAZING! We met so many cool indie devs, some of the Mojang team, and a bunch of awesome streamers and youtubers like the epic BaconDonutTV who interviewd us - we'll link to that as soon as its up!

We also met tons of brilliant new fans of Tango acrossthe two days, so if that's you do say hi! It was an unforgettable experience and we're so lucky to have been invited along.

We documented some of the highlights in photo form over on our facebook page too, so you should check that out for some giggles. The sheer amount of stuff left on our stand was mad - we can only assume it’s because Tango Fiesta is so exciting and addictive, it makes people forget how expensive their Minecraft merchandise was!

We worked very hard during the show to get the build fixed if anything came up, and the latest live version (out right now!) is that very same version, you lucky lot.

We also live streamed from the show all weekend and you can watch that here on our Twitch channel (please do follow us too!).

And we’re archiving all the footage over on our YouTube channel which is
boom right here (why not subscribe to this too, eh?)

Here’s the (almost) full list of changes! We’ve left off anything we’ve done to support Localisation, or indeed anything to do with World 5 or the Steam Workshop features (both coming soon!) because while it’s important work it doesn’t really affect what you’ll be able to play right now.

CHANGELIST!


Updated

All guns now have an image during Co-op drop in choice. Specifically added for VCR, Mac n Cheese, Matrix 80.
Chat in Online Lobbies now takes priority for inputs. Put simply: the host will no longer accidentally trigger the level load when chatting.
Clients are now only shown as joined when they're 100% joined. While connecting, their lobby status reads 'connecting'
Host pausing now pauses the game for clients
Join Game/Server Browser screen now supports pagination for more than one screen of results.

Fixed

Fixed an issue where the player was able to swap from an empty gun before game initiated the reload of its clip. This used to result in the player having 'reload' displayed above their head until they reloaded either of their guns again.
Zombies stopped animating occasionally. Now they should always animate when appropriate.
Fixed an issue whereby if you started reloading facing any direction other than horizontal, after the reload, the gun rotates as you aimed and your character pose didn’t.
Fixed an issue where no props were being shown in the Killionaire Boss Fight level other than in the player’s Spawn Room.
Chainsaw now damages enemies in the direction you aim, rather than just to the right.
Killionaire boss fight now always spawns more than 1 boss
Bosses no longer spawn into the boss fight if the player has paused the game.
Yatcha Queen's movement SFX no longer plays in menus if you exit from the fight without finishing it.
Fixed an issue where the player character's drawing order was wrong until players input any button.
Fixed issue where if the player moved between two downed comrades, reviving them each a bit at a time, and does so more than once, then eventually they'll be unable to revive one of them.
Fixed an issue where if any player dropped out of the game while any player was 'dead/downed', the camera would break and fail to center on any players at all.
Fixed the reviving list order so it’s no longer trumping player location when reviving comrades.
Fixed an issue where if two players were dead in close proximity then the game couldn’t tell which of the two players it is you wanted to revive. Now targets closest downed player.
Fixed an issue where the game would assign one life to each player, and if the whole team lost 4 lives, the game would end.
Fixed an issue that would mean occasionally downed players could not be revived at all
Fixed an issue where generic enemies would stop taking damage.
Fixed an issue where the player had a giant floating ‘A button’ icon above them at all times
Fixed an issue where players would appear on the ground before parachuting in
Fixed an issue in co-op where when a player exited, sometimes nobody could lock in their weapon choices
Fixed an issue for Clients where buttons on the Mission Results screens would be doubled up sometimes.

That’s it - short and sweet, and we’re back hard at work on the next update! Not long now till we’ll be announcing a launch date!

See you soon!

The Spilt Milk team

UPDATE #32 - 50% off, 1 year on Early Access special

"Surely you can't be serious." - "I am serious. And don't call me Shirley." Airplane is a movie we're not referencing, but have a lot in common with. We've had a whole year up in the air, steering this monster and hoping it doesn't crash.

365 days on Early Access.

A whole year of wonderful development, dev diaries, almost consistent weekly updates, and you lovely lot there every time, chatting in the forums, making us smile... it means so much. It's been incredible so far and we can't wait to push tango over the finish line.

What that means for us is ramping up how much we share, and fixing more every week until it's ready for launch!

We did our first proper live streamed dev diary today, with three of the team on video while we chatted, showed off the latest build, and answered your questions! the video' on our channel right here:
1 Year Early Access Birthday Special (please do follow us!)

We'll of course archive it on YouTube if you prefer that, and our channle can be found over here:
boom right here (why not subscribe to this too, eh?)

We thought we'd celebrate with a 50% off sale for the day, so please do tell your friends - and meanwhile we've been busy as heck fixing the game up properly. there are some really big changes and fixes in today's update - live for both PC and Mac right now - but my favourites have to be the reworked weapons. Mr Frosty and The Shocker are now more fun to use, and far less annoying to be hit by - I'll let you find out the details by playing!

Anyway, to the changelist!


CHANGELIST!


Added

Mastertronic’s ident video now plays before splash screen (skippable)

Updated

Max cash raised to $9,999,999
Objectives now spread out more during levels
Player now gets hurt touching any boss
Mr Frosty now slows boss movement by 50%
Ghost Trap now works as designed. Traps enemies for a few seconds within its radius, but not player.
Mr Frosty now behaves as designed. Player or enemy is hit and continues sliding for a few seconds before thawing.
The Shocker now works as designed. Victims no longer in control of their trigger, and movement/aim controls are inverted for the duration.
Bosses no longer spawn right in top of or next to the player
Players can now change their thrown weapon between worlds
Players can no longer choose two of the sam gun between worlds
Player can now use Mouse to change settings in the menus
Zombies now attack properly and cause real damage
Pausing the game affects about 99% of game features now. No more enemy shots or spawning!
Killionaire shotgunners now shoot 5 bullets (up from 3)
HK83 has more bullet spread
Exiting the game now brings up a confirmation prompt
Crypt Objectives now have destroyed versions
Flamethrower re-balanced vs Zombies

Fixed

That horrid crash-on-game-load bug is now GONE
Bullet hit sfx playing on all environmental objects now
Player now swaps to secondary weapon on first button press
Get Ready text now removed from Killionaire Boss fights
Killionaire Bosses no longer run out of ammo
Player’s bullet collision fixed
Player can no longer push Bosses around
General Payne now stops shooting on death
General Payne no longer shoots from his feet
General Payne’s gunshot sfx now stop on level exit
Chainsaw sfx fixed
Shocker and Mr Frosty guns no longer break gun/enemy/player relations
Scorch marks from the flamethrower (and other misc graphical elements) no longer stay between levels
Players no longer spawning outside of level in local co-op.
Gun Shop purchase info now all displaying correctly.
Moving diagonally no longer makes the character run faster on keyboard vs gamepad
‘This Is Heavy’ achievement no longer triggering every time you shoot the Matrix 80
New Chopper health bar being used.
Choppers now move around their chosen hover location.
Between worlds, the Boss Health bar no longer overlays on the screen Removed rogue button graphic from inter-world weapon select screen
Reload prompt now only appears when player needs to reload
Fixed broken Radio Mast objective, the player no longer gets stuck
Using Keyboard and Mouse no longer shows wrong icon on Objectives
Fixed issue for Let Off Some Steam where enemies would not spawn, breaking the game flow.
Fixed issue where bullets would change speed
Chopper firing sfx now only occurs during gameplay
Co-op players no longer drop back in with low health

I’m so pleased we managed to fix that horrid crash bug too - thanks so much to everyone who helped us track it down. Feels good to see the back of it!

It only remains for us to ask you to consider leaving us a nice ‘thumbs up’ review if you like the game, every single positive review counts hugely and we’re so close to getting our rating up to 4 stars!

Until next time!

The Spilt Milk team

UPDATE #32 - 50% off, 1 year on Early Access special

"Surely you can't be serious." - "I am serious. And don't call me Shirley." Airplane is a movie we're not referencing, but have a lot in common with. We've had a whole year up in the air, steering this monster and hoping it doesn't crash.

365 days on Early Access.

A whole year of wonderful development, dev diaries, almost consistent weekly updates, and you lovely lot there every time, chatting in the forums, making us smile... it means so much. It's been incredible so far and we can't wait to push tango over the finish line.

What that means for us is ramping up how much we share, and fixing more every week until it's ready for launch!

We did our first proper live streamed dev diary today, with three of the team on video while we chatted, showed off the latest build, and answered your questions! the video' on our channel right here:
1 Year Early Access Birthday Special (please do follow us!)

We'll of course archive it on YouTube if you prefer that, and our channle can be found over here:
boom right here (why not subscribe to this too, eh?)

We thought we'd celebrate with a 50% off sale for the day, so please do tell your friends - and meanwhile we've been busy as heck fixing the game up properly. there are some really big changes and fixes in today's update - live for both PC and Mac right now - but my favourites have to be the reworked weapons. Mr Frosty and The Shocker are now more fun to use, and far less annoying to be hit by - I'll let you find out the details by playing!

Anyway, to the changelist!


CHANGELIST!


Added

Mastertronic’s ident video now plays before splash screen (skippable)

Updated

Max cash raised to $9,999,999
Objectives now spread out more during levels
Player now gets hurt touching any boss
Mr Frosty now slows boss movement by 50%
Ghost Trap now works as designed. Traps enemies for a few seconds within its radius, but not player.
Mr Frosty now behaves as designed. Player or enemy is hit and continues sliding for a few seconds before thawing.
The Shocker now works as designed. Victims no longer in control of their trigger, and movement/aim controls are inverted for the duration.
Bosses no longer spawn right in top of or next to the player
Players can now change their thrown weapon between worlds
Players can no longer choose two of the sam gun between worlds
Player can now use Mouse to change settings in the menus
Zombies now attack properly and cause real damage
Pausing the game affects about 99% of game features now. No more enemy shots or spawning!
Killionaire shotgunners now shoot 5 bullets (up from 3)
HK83 has more bullet spread
Exiting the game now brings up a confirmation prompt
Crypt Objectives now have destroyed versions
Flamethrower re-balanced vs Zombies

Fixed

That horrid crash-on-game-load bug is now GONE
Bullet hit sfx playing on all environmental objects now
Player now swaps to secondary weapon on first button press
Get Ready text now removed from Killionaire Boss fights
Killionaire Bosses no longer run out of ammo
Player’s bullet collision fixed
Player can no longer push Bosses around
General Payne now stops shooting on death
General Payne no longer shoots from his feet
General Payne’s gunshot sfx now stop on level exit
Chainsaw sfx fixed
Shocker and Mr Frosty guns no longer break gun/enemy/player relations
Scorch marks from the flamethrower (and other misc graphical elements) no longer stay between levels
Players no longer spawning outside of level in local co-op.
Gun Shop purchase info now all displaying correctly.
Moving diagonally no longer makes the character run faster on keyboard vs gamepad
‘This Is Heavy’ achievement no longer triggering every time you shoot the Matrix 80
New Chopper health bar being used.
Choppers now move around their chosen hover location.
Between worlds, the Boss Health bar no longer overlays on the screen Removed rogue button graphic from inter-world weapon select screen
Reload prompt now only appears when player needs to reload
Fixed broken Radio Mast objective, the player no longer gets stuck
Using Keyboard and Mouse no longer shows wrong icon on Objectives
Fixed issue for Let Off Some Steam where enemies would not spawn, breaking the game flow.
Fixed issue where bullets would change speed
Chopper firing sfx now only occurs during gameplay
Co-op players no longer drop back in with low health

I’m so pleased we managed to fix that horrid crash bug too - thanks so much to everyone who helped us track it down. Feels good to see the back of it!

It only remains for us to ask you to consider leaving us a nice ‘thumbs up’ review if you like the game, every single positive review counts hugely and we’re so close to getting our rating up to 4 stars!

Until next time!

The Spilt Milk team