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EndCycle VS News

LunarLux Crossover!

[previewyoutube][/previewyoutube]

Hey everyone,

we've collaborated with the wonderful LunarLux developer CosmicNobab to bring you a new character: Bella

She is the protagonist of the game: LunarLux! Check out its chapter 1 demo on Steam!

Her Ultra VOC Infinity Slash is a unique addition to our game:
First you lock on to your enemy and then you can deal massive damage with a series of heavy blows.

Unleash your Lux with this new and exciting character!



-Gal and Daniel

Mythos.2

* Fixed many issues with the online multiplayer
* Fixed issues with mods not displaying text correctly
* Improved online multiplayer experience

Online Multiplayer Stable update

+ Brand-new netcode which allows for online scripted mod support
+ Online matches can now be joined through steam / discord invites
+ New Player list which displays players currently in-game
+ Redesigned AV.atar sprite and concept art
+ Packs made in Adventure Mode / BattleCycle can be saved as Recipes
+ Descriptions on Mode select menu
+ New field flicker and party change animations
+ Re-added animations for IceCube, BoulderDrop and Companion
+ Custom spawn animations for certain characters
+ Re-added game crash reporter for PC version
+ Battles and music in online matches can now be set random
- Replays are temporarily disabled
* Reduced spectator chairs size
* Simplified Revo scripting
* Many many bugfixes

EndCycle VS New Online Multiplayer & Summer Sale



Hello there!

This Sunday we finally moved EndCycle's new and improved online multiplayer out of its beta stage and gave it a full release!

To make sure it's the best it can be we had a Sunday evening live-event where Gal and me played the new multiplayer with the people attending and streamed ourselves doing so!
It was a ton of fun answering your questions and hanging with y'all.

[h2]Watch the event here:[/h2]
[previewyoutube][/previewyoutube]

[h2]Join our Discord if you want to participate in future events like this: discord.gg/zS33UCb[/h2]

If you’re new to EndCycle VS this is the perfect time to start:
[h3]EndCycle VS is part of the Steam Summer Sale and 25% off![/h3]

We're really proud of the progress we've made with EndCycle VS and believe us: The best is yet to come.

Can't wait to see you on Sunday!

Love,
Gal and Daniel - the guys behind it all

Online Multiplayer Update: How far we are and general progress?

Hello everyone, Gal Axis here! I am the project lead and programmer of EndCycle VS!

I just created a little update vlog on the state of the online multiplayer of the game here:
[previewyoutube][/previewyoutube]

Here is the content of the video in text form if you would rather read:

As you might know, we have been reworking the online multiplayer systems of the game since early January. As such, the official servers have been offline a lot of the time.
We apologize for this inconvenience. We are working diligently and as fast as we can on bringing out the new multiplayer experience.

So the question on your minds must be how the new online multiplayer is coming along.

After looking at the systems in place, I decided to keep the lobby system intact as it worked well until now.

On the flipside however, I have started a complete rework of the old online battle code.
Before the rework, it was extremely hard to maintain and it took a lot of resources to adapt it to changes and additions to the game, such as the ultra attacks.
I have now made it possible for the battles to automatically transfer their entirety over the network and load it with barely any adaptations to the netcode to work.
This change also makes it possible for modded battles to work online. However, this ended up being a mistake, as battles would perform very poorly in terms of FPS and the amount of data transferred.

At the beginning my goal was to make the systems so automatized that it would need no further input from me or developers of mods to create online multiplayer content. Unfortunately, while I was testing these systems, it became apparent that complete automation was not possible. In a battle run situation, the game simply transferred too much data and ran very slowly trying to copy the state of all objects to the clients. I exhausted almost every possible optimization measure possible while still keeping it all automated. I kept insisting on this solution so that developers of mods would have an easy life, however it ended up costing me a lot of development time.

I have now decided to rework this automatic systems and introduce some manual networking definitions that modders will also have to use in order to keep the data transfer low and the FPS high! What this means, is that I now need another go at reworking the online multiplayer to transfer events instead of the data itself! This change will minimize the amount of data transfer and make it not impact the performance of the game. This change is quite the big amount of work, so it will take some more time before the new online multiplayer is ready to be played.

I hope you now have a clearer grasp at where the online multiplayer update is and hope you look forward to playing it.

Thank you all for your continued support of the game! Look forward to more news about the release date of this update soon!