Search - my apps
Prepare for the idle adventure of a lifetime, because Idle Token Quest is now complete and available for download for free on Android, iOS, and Windows 10!
Idle Token Quest is an idle role playing adventure game where you will fight your way through different worlds, going up against powerful enemies, collecting valuable loot, and purchasing awesome weapons and power-ups! You can use the two default characters, or create your own using the free My Tokens app. Tokens you create using your Ape Apps Account are linked to the game, and will adventure while you are away. The more Tokens you create, the more money you make!
Idle Token Quest is the ultimate companion game for My Tokens. Your virtual token avatars will become powerful heroes as they battle through the entire lineup of worlds and enemies from the game Level Up. You are also able to increase their power by equipping them with powerful Weapons, super fast Boots, and magical lucky Amulets!
In addition, all of your game progress is automatically synced to your Ape Apps Account, so you can take your token adventure with you on the go, or keep it open in a window hidden under your e-mail client while you are at work! The boss will never know that you just slayed an evil t-rex, which is way more important than filing another TPS report!
Idle Token Quest is a title that you definately do not want to miss. You can download it right now for free on Android, iOS, and Windows 10. It is also available on the Ape Apps Launcher, and even in your browser at Ape Web Apps. So what are you waiting for? Your poor My Tokens characters are just sitting there waiting for you to let them go outside and play! You don't want to make them cry, do you? Of course not, so download Idle Token Quest today!
https://apps.ape-apps.com/idle-token-quest/
#idletokenquest #levelup #mytokens
Idle Token Quest is an idle role playing adventure game where you will fight your way through different worlds, going up against powerful enemies, collecting valuable loot, and purchasing awesome weapons and power-ups! You can use the two default characters, or create your own using the free My Tokens app. Tokens you create using your Ape Apps Account are linked to the game, and will adventure while you are away. The more Tokens you create, the more money you make!
Idle Token Quest is the ultimate companion game for My Tokens. Your virtual token avatars will become powerful heroes as they battle through the entire lineup of worlds and enemies from the game Level Up. You are also able to increase their power by equipping them with powerful Weapons, super fast Boots, and magical lucky Amulets!
In addition, all of your game progress is automatically synced to your Ape Apps Account, so you can take your token adventure with you on the go, or keep it open in a window hidden under your e-mail client while you are at work! The boss will never know that you just slayed an evil t-rex, which is way more important than filing another TPS report!
Idle Token Quest is a title that you definately do not want to miss. You can download it right now for free on Android, iOS, and Windows 10. It is also available on the Ape Apps Launcher, and even in your browser at Ape Web Apps. So what are you waiting for? Your poor My Tokens characters are just sitting there waiting for you to let them go outside and play! You don't want to make them cry, do you? Of course not, so download Idle Token Quest today!
https://apps.ape-apps.com/idle-token-quest/
#idletokenquest #levelup #mytokens
So the Ape Apps Launcher has again been updated, this time to v1.6.5. This release fixes some bugs and also adds some new features.
Firstly, the previous release of Ape Apps Launcher has a bug related to auto-updating on Windows. If you are using Windows and you download the update, only to have the app restart to the same version you were on before, then you are impacted by the bug. To fix it, you can either re-download the app from the Ape Market, or you can navigate to the following directory on your PC:
C:\Users\YOUR USERNAME HERE\AppData\Roaming\Ape Apps Launcher\apps
and delete the folder named updatetmp. After that, the in-app auto-update will work again as intended, and this issue will no longer be present in future releases of the Launcher. Linux and macOS are not impacted by this bug.
This release also fixes a couple of bugs related to desktop launcher icons on Linux systems.
The launcher has been upgraded to a new base-release of the Electron framework, which I hope will help with come of the CPU issues @Ansom mentioned in a prior thread.
Finally, in-launcher Live Stream viewing has been added. There is a new video camera icon at the top of the launcher, and clicking on it will show all users who are currently live-streaming their gameplay.
As of now, game clients require a patch before they will show up in the Currently Streaming list, so no games will appear until the next cross-platform updates of the 4 games that currently support the Live Streaming feature (My Colony, Antiquitas, Gone Rogue, and Hell and Back). But the viewing functionality is now there in the launcher, and more exciting live-streaming related features will be coming across the entire Ape Apps ecosystem in the coming weeks.
Also over the coming weeks, and this will be important information for some people, I am going to discontinue packaging stand-alone desktop applications for distribution through the Ape Market, and instead be directing users to use either the Ape Apps Launcher or the Progressive Web Apps available on Ape Web Apps. At this point, both the Launcher and the PWA's are becoming mature to the point where either now allows you to install and launch an app as a stand-alone window straight from the OS without having to open the Launcher or navigate to Ape Web Apps first. Standalone desktop apps are also available for most apps on the Windows Store, and some are on Steam, for those who do not like the Launcher or the PWA's.
The reason for the change is because I am running out of storage space on my server to continue packaging and hosting stand alone desktop downloads for everything, and it also takes a lot of time and bandwidth to maintain. With the Launcher and the PWA's, I am still able to serve an extremely wide range of users with a lot less time and effort. In addition, the Launcher and PWA apps allow me to make across the board updates to every application in my library and push them out immediately to users, rather than having to go back and make a ton of updates to individual packaged applications.
There might be concern for those who wish to archive certain versions of games for posterity or so that they can install them in the future without an internet connection (or so they can still install the games after I get hit by a bus or something). I am working on a solution for those scenarios, where the Ape Apps Launcher will give you the option to extract an archive of any of my apps. You will then be able to double-click on that archive and the Launcher will open and run that game independently of the latest version on the market. For example, you could archive the current version of My Colony (1.12.0 I believe) to a file called something like my-colony-1-2-0.aal (theoretical extension), and you would then be able to double click on that file at any point in the future to launch that version of My Colony, even if the current version on the launcher is 1.50.0. Even if my server is long gone and dead, as long as you still have the archive file and the Ape Apps Launcher download, you would be able to run the application without issue.
So anyway, I reccomend that users of various stand-alone Ape Apps desktop apps to migrate over to either the Ape Apps Launcher or the Ape Web App edition (all of which can be installed to your system as a PWA). Doing so will ensure that you continue to receive fast automatic updates. Keep in mind that this change applies to apps downloaded through the Ape Market. Windows Store and Steam apps will continue to be updated as usual.
Firstly, the previous release of Ape Apps Launcher has a bug related to auto-updating on Windows. If you are using Windows and you download the update, only to have the app restart to the same version you were on before, then you are impacted by the bug. To fix it, you can either re-download the app from the Ape Market, or you can navigate to the following directory on your PC:
C:\Users\YOUR USERNAME HERE\AppData\Roaming\Ape Apps Launcher\apps
and delete the folder named updatetmp. After that, the in-app auto-update will work again as intended, and this issue will no longer be present in future releases of the Launcher. Linux and macOS are not impacted by this bug.
This release also fixes a couple of bugs related to desktop launcher icons on Linux systems.
The launcher has been upgraded to a new base-release of the Electron framework, which I hope will help with come of the CPU issues @Ansom mentioned in a prior thread.
Finally, in-launcher Live Stream viewing has been added. There is a new video camera icon at the top of the launcher, and clicking on it will show all users who are currently live-streaming their gameplay.
As of now, game clients require a patch before they will show up in the Currently Streaming list, so no games will appear until the next cross-platform updates of the 4 games that currently support the Live Streaming feature (My Colony, Antiquitas, Gone Rogue, and Hell and Back). But the viewing functionality is now there in the launcher, and more exciting live-streaming related features will be coming across the entire Ape Apps ecosystem in the coming weeks.
Also over the coming weeks, and this will be important information for some people, I am going to discontinue packaging stand-alone desktop applications for distribution through the Ape Market, and instead be directing users to use either the Ape Apps Launcher or the Progressive Web Apps available on Ape Web Apps. At this point, both the Launcher and the PWA's are becoming mature to the point where either now allows you to install and launch an app as a stand-alone window straight from the OS without having to open the Launcher or navigate to Ape Web Apps first. Standalone desktop apps are also available for most apps on the Windows Store, and some are on Steam, for those who do not like the Launcher or the PWA's.
The reason for the change is because I am running out of storage space on my server to continue packaging and hosting stand alone desktop downloads for everything, and it also takes a lot of time and bandwidth to maintain. With the Launcher and the PWA's, I am still able to serve an extremely wide range of users with a lot less time and effort. In addition, the Launcher and PWA apps allow me to make across the board updates to every application in my library and push them out immediately to users, rather than having to go back and make a ton of updates to individual packaged applications.
There might be concern for those who wish to archive certain versions of games for posterity or so that they can install them in the future without an internet connection (or so they can still install the games after I get hit by a bus or something). I am working on a solution for those scenarios, where the Ape Apps Launcher will give you the option to extract an archive of any of my apps. You will then be able to double-click on that archive and the Launcher will open and run that game independently of the latest version on the market. For example, you could archive the current version of My Colony (1.12.0 I believe) to a file called something like my-colony-1-2-0.aal (theoretical extension), and you would then be able to double click on that file at any point in the future to launch that version of My Colony, even if the current version on the launcher is 1.50.0. Even if my server is long gone and dead, as long as you still have the archive file and the Ape Apps Launcher download, you would be able to run the application without issue.
So anyway, I reccomend that users of various stand-alone Ape Apps desktop apps to migrate over to either the Ape Apps Launcher or the Ape Web App edition (all of which can be installed to your system as a PWA). Doing so will ensure that you continue to receive fast automatic updates. Keep in mind that this change applies to apps downloaded through the Ape Market. Windows Store and Steam apps will continue to be updated as usual.
This is the new support forum section dedicated to the Ape Apps Launcher, a new desktop application for managing and launching all Ape Apps desktop applications.
The Ape Apps Launcher is available for free on the Ape Market for Windows (7/8/10 32 or 64 bit), macOS, and Linux. You can find the download page here:
https://market.ape-apps.com/ape-apps-launcher.html
What is the Ape Apps Launcher?
The Ape Apps Launcher serves several purposes. First, it makes it easier to download and install all Ape Apps desktop applications. Everything is contained and can be launched from a single application, and there is only one main program to download from the Ape Market website. After the initial download, everything is automatically managed and updated from the Launcher, so basically once you download the Ape Apps Launcher, it should be the last manual download from the Ape Market that you need to make.
The Ape Apps Launcher also keeps all Ape Apps desktop programs up to date on the latest "core" code base. More popular stand-alone desktop applications like My Colony and Antiquitas are usually manually updated fairly often, but this is often not the case for the less popular programs. Using the Ape Apps Launcher shares the core code base between all apps, keeping everything automatically up to date.
Since resources are shared between apps, individual game download sizes are greatly reduced. As an example, My Colony downloaded from the Ape Market by itself clocks in at about 180mb. Through the Ape Launcher, the download is only 10mb. That is a massive reduction, and makes updating faster for the user and less bandwidth intensive for the Ape Apps server.
Finally, from my perspective, the Ape Apps Launcher is infinitely easier to maintain and support. Packaging and distributing desktop applications for all of my apps and games is a time intensive process. Because of this, I often don't keep the Desktop versions of my games up to date with the Web and Mobile versions, especially on titles with lower usage. The Ape Apps Launcher solves this by automatically packaging and installing each app based on the latest stable Web code (not in-development code). Your desktop apps will always be up to date, even if an individual package has not been distributed on the Ape Market.
The Ape Apps Launcher is still new, and more features will be added along the way. Please use this new forum section for questions and feedback, and to give suggestions on how the launcher can be expanded and improved. Ideally, I would like the launcher to replace all of the stand-alone Desktop applications, as they really do take quite a bit of time to prepare, package, and distribute. Time which can be better served working on the actual games themselves! But that will all depend on user feedback and adoption. I'm not going to force people to use something they do not like, so give it a try and let me know how I can make it better and what direction the development should take!
The Ape Apps Launcher is available for free on the Ape Market for Windows (7/8/10 32 or 64 bit), macOS, and Linux. You can find the download page here:
https://market.ape-apps.com/ape-apps-launcher.html
What is the Ape Apps Launcher?
The Ape Apps Launcher serves several purposes. First, it makes it easier to download and install all Ape Apps desktop applications. Everything is contained and can be launched from a single application, and there is only one main program to download from the Ape Market website. After the initial download, everything is automatically managed and updated from the Launcher, so basically once you download the Ape Apps Launcher, it should be the last manual download from the Ape Market that you need to make.
The Ape Apps Launcher also keeps all Ape Apps desktop programs up to date on the latest "core" code base. More popular stand-alone desktop applications like My Colony and Antiquitas are usually manually updated fairly often, but this is often not the case for the less popular programs. Using the Ape Apps Launcher shares the core code base between all apps, keeping everything automatically up to date.
Since resources are shared between apps, individual game download sizes are greatly reduced. As an example, My Colony downloaded from the Ape Market by itself clocks in at about 180mb. Through the Ape Launcher, the download is only 10mb. That is a massive reduction, and makes updating faster for the user and less bandwidth intensive for the Ape Apps server.
Finally, from my perspective, the Ape Apps Launcher is infinitely easier to maintain and support. Packaging and distributing desktop applications for all of my apps and games is a time intensive process. Because of this, I often don't keep the Desktop versions of my games up to date with the Web and Mobile versions, especially on titles with lower usage. The Ape Apps Launcher solves this by automatically packaging and installing each app based on the latest stable Web code (not in-development code). Your desktop apps will always be up to date, even if an individual package has not been distributed on the Ape Market.
The Ape Apps Launcher is still new, and more features will be added along the way. Please use this new forum section for questions and feedback, and to give suggestions on how the launcher can be expanded and improved. Ideally, I would like the launcher to replace all of the stand-alone Desktop applications, as they really do take quite a bit of time to prepare, package, and distribute. Time which can be better served working on the actual games themselves! But that will all depend on user feedback and adoption. I'm not going to force people to use something they do not like, so give it a try and let me know how I can make it better and what direction the development should take!
I have just released a new feature update to the Ape Apps Launcher which should now be available for download. This release brings in a few new features which will be further fleshed out in the months ahead. Let's take a look.
The first thing you will notice is that the positioning and lineup of the icons at the top-right of the window have changed a bit. The current layout looks like this:
From left to right, the first button brings you back to the normal "all apps" view that the launcher normally starts out in. The next button brings you to the settings screen. The third button opens up the new integrated Ape Chat window, the fourth button brings you to the new revamped inbox. To the right of that you will see the achievements you have unlocked on your Ape Apps account. To the right of that, you will see your default Token (from the My Tokens app, if you have set one), and finally your signed-in username.
As alluded to before, the Ape Chat service is now built right in to the launcher, and opens in it's own window. Opening chat this way will let you connect to all the channels you have participated in, including your commonwealth channels for My Colony. If the chat window is open but minimized, you will receive system notifications when you get new private messages or when a new message is posted in one of your connected chat channels. This is a handy way to know when somebody in your My Colony commonwealth is asking for something in chat, without even having the game loaded. A lot more features are going to be coming to Ape Chat in the coming months, so stay tuned for more on that!
The next new feature is the revamped mail icon. Before, I just showed you a little popup with all of the Conversations that you were a part of on the Ape Apps website (this website). Now it no longer shows Conversations, but the newer Inbox messages. It also shows private messages you have got in games that use the messaging feature, such as My Colony. The messages are also opened right from within the app now. Right now you can only read the messages, but I plan on adding full mailbox controls, including replies, deleting, composing, and implementing the "Sent Messages" folder.
The next new feature pertains only to Windows and Linux users. Now when you click on the window X button to close the launcher, it will minimize to the system tray instead of quitting completely.
You can still quit the launcher completely by simply right-clicking on the tray icon and selecting Exit. This is for people who keep the app open at all times for the auto-updating features, but don't like to have the launcher icon open in there taskbar the whole time.
On top of these changes, this update rolls up a whole host of bugs that had been identified since the last release and adds a new option to the Settings screen to turn off chat notifications.
Over the next several months, more improvements will be coming to the launcher. The inbox and mail management will be fully implemented. Clicking on the achievements will bring up a list of all of the games you have played, their high scores, and other information. I might have a way to close the chat window to the system tray as well. Also, right now when you click on your username you just get a sign out option. This will be changing to open up a new account management page similar to the options you get at accounts.ape-apps.com, so you can manager your entire Ape Apps account right from within the launcher instead of having to go to a separate website.
Finally, there is another change coming not just to the launcher, but to my apps on all platforms. With the coming full release of Colony Wars and other multiplayer games I am currently working on such as Epic Adventure and Death 3D (as well as Multiplayer Regions in My Colony), I think it is time to get Friends Lists added to the Ape Apps Account system so that you can easily see when other people are playing the games that you have. This will be coming to Ape Apps across the board, but will be fully baked into the launcher as well.
So anyway, that is it for today's Ape Apps Launcher update. I really hadn't made a ton of changes to it lately beyond simple bug fixes, so I thought I would post an update today on what is new, and what is coming down the pipe. Enjoy, and if you don't have the launcher yet, get it from the Ape Market here:
https://market.ape-apps.com/ape-apps-launcher.html
The first thing you will notice is that the positioning and lineup of the icons at the top-right of the window have changed a bit. The current layout looks like this:
From left to right, the first button brings you back to the normal "all apps" view that the launcher normally starts out in. The next button brings you to the settings screen. The third button opens up the new integrated Ape Chat window, the fourth button brings you to the new revamped inbox. To the right of that you will see the achievements you have unlocked on your Ape Apps account. To the right of that, you will see your default Token (from the My Tokens app, if you have set one), and finally your signed-in username.
As alluded to before, the Ape Chat service is now built right in to the launcher, and opens in it's own window. Opening chat this way will let you connect to all the channels you have participated in, including your commonwealth channels for My Colony. If the chat window is open but minimized, you will receive system notifications when you get new private messages or when a new message is posted in one of your connected chat channels. This is a handy way to know when somebody in your My Colony commonwealth is asking for something in chat, without even having the game loaded. A lot more features are going to be coming to Ape Chat in the coming months, so stay tuned for more on that!
The next new feature is the revamped mail icon. Before, I just showed you a little popup with all of the Conversations that you were a part of on the Ape Apps website (this website). Now it no longer shows Conversations, but the newer Inbox messages. It also shows private messages you have got in games that use the messaging feature, such as My Colony. The messages are also opened right from within the app now. Right now you can only read the messages, but I plan on adding full mailbox controls, including replies, deleting, composing, and implementing the "Sent Messages" folder.
The next new feature pertains only to Windows and Linux users. Now when you click on the window X button to close the launcher, it will minimize to the system tray instead of quitting completely.
You can still quit the launcher completely by simply right-clicking on the tray icon and selecting Exit. This is for people who keep the app open at all times for the auto-updating features, but don't like to have the launcher icon open in there taskbar the whole time.
On top of these changes, this update rolls up a whole host of bugs that had been identified since the last release and adds a new option to the Settings screen to turn off chat notifications.
Over the next several months, more improvements will be coming to the launcher. The inbox and mail management will be fully implemented. Clicking on the achievements will bring up a list of all of the games you have played, their high scores, and other information. I might have a way to close the chat window to the system tray as well. Also, right now when you click on your username you just get a sign out option. This will be changing to open up a new account management page similar to the options you get at accounts.ape-apps.com, so you can manager your entire Ape Apps account right from within the launcher instead of having to go to a separate website.
Finally, there is another change coming not just to the launcher, but to my apps on all platforms. With the coming full release of Colony Wars and other multiplayer games I am currently working on such as Epic Adventure and Death 3D (as well as Multiplayer Regions in My Colony), I think it is time to get Friends Lists added to the Ape Apps Account system so that you can easily see when other people are playing the games that you have. This will be coming to Ape Apps across the board, but will be fully baked into the launcher as well.
So anyway, that is it for today's Ape Apps Launcher update. I really hadn't made a ton of changes to it lately beyond simple bug fixes, so I thought I would post an update today on what is new, and what is coming down the pipe. Enjoy, and if you don't have the launcher yet, get it from the Ape Market here:
https://market.ape-apps.com/ape-apps-launcher.html
Ape Apps Launcher v1.6.3 is now available for all platforms and includes continued improvements to the platform. This thread takes a look at some of the new features added to a launcher, and a glimpse at what's to come.
Firstly, the context menu for your installed apps has been revamped. Now when you right-click on one of your installed apps, you have new options available, including a shortcut to all of your apps saved data. On Windows, you can add a launcher shortcut to the desktop or start menu, and on Linux you can now create application launchers for your individual apps which should work in Gnome, KDE, XFCE, and probably others.
New settings have also been added to the Windows and Linux clients to better tie the launcher in with your operating system. You might remember a few months ago that changes were made to the Launcher and other Ape Apps desktop applications that removed the self-installer package which automatically created desktop and start menu links for the launcher. Now if you go into settings, you can manually recreate those links.
Windows users also have the option to automatically start the Ape Apps Launcher in minimized-to-tray mode when booting their PC.
Deleting an app from the launcher now gives you an additional option to clean up all app saved data from your PC.
Other changes are going to be coming to the Launcher in the months ahead, leading up to the important release of My Colony 2. When you are logged in to your Ape Apps Account, instead of being taken to the all-available apps listing screen, there will be a new personalized home screen giving you information about your entire Ape Apps account and let you see what games your friends are currently playing, with one-click join game access on supported games (such as the upcoming My Colony 2, and current multiplayer games like Epic Advanture, Colony Wars, and Death 3d).
Another feature that will be making it's way to the Launcher is the ability to view live streams. Several Ape Apps games include streaming capabilities, such as My Colony, Antiquitas, Gone Rogue, and Hell and Back, but it is difficult to know who is streaming and when. A new streaming section will be added to the Launcher showing all players who are currently live-streaming their gameplay (unless they opt out of public listing). Players will also have the option to customize their streaming channel and even add a PayPal or Bitcoin address so that people can "tip" their stream (Ape Apps will not be a "middle man" or take a cut from any tips, it will be direct from user to user).
The Launcher is also getting a new TV mode with gamepad support. Many Ape Apps games already support gamepad, but the launcher itself does not. This mode is intended for users who have PC's hooked up to their TV, so that they can easily play games like My Colony (and MC2) on the big screen. Along with the new Launcher support for Linux on ARM, this can also be used with Raspberry Pi devices. I am also looking at adding a way to link local video folders to the launcher so that you can easily view and play your personal movie collection while in TV mode. This is a feature that I personally want, which is the main reason for it's development... 🙂
Anyway, those are the plans for now. Users for the Ape Apps Launcher have probably noticed an increase in update frequency over the last few weeks, and this is probably going to continue as the Launcher continues to improve and serve as the best way to enjoy Ape Apps software on your desktop. You can find download links for Windows, Mac, and Linux below:
https://market.ape-apps.com/ape-apps-launcher.html
#apeappslauncher
Firstly, the context menu for your installed apps has been revamped. Now when you right-click on one of your installed apps, you have new options available, including a shortcut to all of your apps saved data. On Windows, you can add a launcher shortcut to the desktop or start menu, and on Linux you can now create application launchers for your individual apps which should work in Gnome, KDE, XFCE, and probably others.
New settings have also been added to the Windows and Linux clients to better tie the launcher in with your operating system. You might remember a few months ago that changes were made to the Launcher and other Ape Apps desktop applications that removed the self-installer package which automatically created desktop and start menu links for the launcher. Now if you go into settings, you can manually recreate those links.
Windows users also have the option to automatically start the Ape Apps Launcher in minimized-to-tray mode when booting their PC.
Deleting an app from the launcher now gives you an additional option to clean up all app saved data from your PC.
Other changes are going to be coming to the Launcher in the months ahead, leading up to the important release of My Colony 2. When you are logged in to your Ape Apps Account, instead of being taken to the all-available apps listing screen, there will be a new personalized home screen giving you information about your entire Ape Apps account and let you see what games your friends are currently playing, with one-click join game access on supported games (such as the upcoming My Colony 2, and current multiplayer games like Epic Advanture, Colony Wars, and Death 3d).
Another feature that will be making it's way to the Launcher is the ability to view live streams. Several Ape Apps games include streaming capabilities, such as My Colony, Antiquitas, Gone Rogue, and Hell and Back, but it is difficult to know who is streaming and when. A new streaming section will be added to the Launcher showing all players who are currently live-streaming their gameplay (unless they opt out of public listing). Players will also have the option to customize their streaming channel and even add a PayPal or Bitcoin address so that people can "tip" their stream (Ape Apps will not be a "middle man" or take a cut from any tips, it will be direct from user to user).
The Launcher is also getting a new TV mode with gamepad support. Many Ape Apps games already support gamepad, but the launcher itself does not. This mode is intended for users who have PC's hooked up to their TV, so that they can easily play games like My Colony (and MC2) on the big screen. Along with the new Launcher support for Linux on ARM, this can also be used with Raspberry Pi devices. I am also looking at adding a way to link local video folders to the launcher so that you can easily view and play your personal movie collection while in TV mode. This is a feature that I personally want, which is the main reason for it's development... 🙂
Anyway, those are the plans for now. Users for the Ape Apps Launcher have probably noticed an increase in update frequency over the last few weeks, and this is probably going to continue as the Launcher continues to improve and serve as the best way to enjoy Ape Apps software on your desktop. You can find download links for Windows, Mac, and Linux below:
https://market.ape-apps.com/ape-apps-launcher.html
#apeappslauncher
This application is for advanced users only.
What is it?
The Ape Web Apps Desktop Bridge adds extra functionality to apps and games hosted on apewebapps.com and those downloaded from the Windows Store, giving them additional features and capabilities normally only available in the native client versions of the apps and games. These features include things like offline file-system storage access and peer-to-peer connectivity over local area networks (think offline LAN multiplayer). These features are generally unavailable to web and store apps due to web browser security standards.
Who is it for?
The Desktop Bridge was created by @bastecklein to allow for testing native cross-platform features while doing development on the web. It was previously too archaic and technical for distribution. However, with upcoming online and offline multiplayer features for games such as My Colony, Antiquitas, Colony Wars, and Death 3d, it would be impossible for web-only users of these games to use their full feature-sets.
Do you need it?
It is important to keep in mind that using the Ape Web Apps Desktop Bridge is still somewhat technical, and in most cases it is preferable to just install a native client version of the app or game you are wanting to use. Setup requires installing a security certificate authority to your operating system or browser of choice, a step which some users may be uncomfortable with. But for some circumstances where you either cannot use a native version of the app or you just prefer the web or store version, the Ape Web Apps Desktop Bridge is available to unlock full desktop-class functionality for software hosted on apewebapps.com.
Installation
The Ape Web Apps Desktop Bridge is available for free to download from the Ape Market at this url: https://market.ape-apps.com/ape-web-apps-desktop-bridge.html . It runs on most recent 64bit editions of Windows, macOS, and Linux.
The installer is not digitally signed with any certificates, so you have to allow installation manually if you get a security warning. On Windows, it will look something like this:
On macOS, after extracting the app to your Applications folder, you will have to right-click (or command click) on the app and select 'Open' the first time you run it. There are generally no special instructions required on Linux. When installation is complete, you will be greeted with the standard console screen:
At this point everything is ready to go on the bridge-side of things. On Windows only, if you are using the standard Windows Firewall, you will be asked to allow port access to the Desktop Bridge. You must allow access, or the bridge will not work properly. Once the app window is up and running, closing or minimizing the window will simply minimize it to your system tray. To quit the application completely, you must right-click on the tray icon and select 'Quit.'
Certificate Installation
In order to actually use the Desktop Bridge, you must install a security certificate onto your PC. Why? Ape Web Apps is hosted on a secure (https) domain, and as such can only interact with resources which contain a valid security certificate. A similar restriction applies to Windows Store apps. With the Ape Web Apps Desktop Bridge, you are essentially hosting a secure server on your own desktop that acts as a middle man between the game and your PC. Most home users don't have to install certificates on their own machines, although it is a lot more common in corporate network environments. The bridge will not work properly without the certificate, so if you are not comfortable with this step, then you might as well not continue.
Certificate installation will be different depending on your operating system and environment, but below are some common installation scenarios. You can probably get enough information here to make it work on any platform.
The first thing you have to do on all platforms though, is download the certificate authority used to validate the Desktop Bridge application:
The next step will depend on your environment.
Windows
To install the certificate on Windows, you will need to open the Control Panel and go to the Internet Options application. In the window that comes up, select the Certificates button in the Content tab.
Next, go to the Trusted Root Certificate Authorities tab and select Import.
On the next screen, you will need to browse to the file you downloaded. You will have to change the file type filter to 'All Files', as the file extension is different (.pem) than the one that is automatically selected. After you selected the downloaded certificate, press the 'Next' button. On the next screen, make sure your options match what is below and hit next.
Certificate installation should now be complete on Windows.
macOS
Installation on a Mac is quite a bit less involved. You generally just have to double click on the certificate file you downloaded. It should open up the Keychain Access application and ask which keychain you want to install the certificate to. You will use the login keychain.
Then in the Keychain Access window, select login on the left side, find the new localhost key, and double click on it. In the window that opens, expand the Trust section and change the setting to 'Always Trust.'
Certificate installation should now be complete on macOS.
Linux
On Linux, installation will differ based on distro. On some distros, you may be able to just double click on the downloaded certificate and import it to your keychain and be done with it. Whether or not the web browser will accept the certificate is another matter. For Chrome on Ubuntu, I had to actually install the certificate into Chrome itself, which was a simple matter. On Chrome, navigate to the chrome://settings/ page. From there, scroll to the very bottom and expand the Advanced section. Scroll down further to the Privacy and Security section and click on Manage certificates. From there, go to the Authorities section and click on Import.
On the popup window, check the following boxes and say OK.
That should be all you need to do on Chrome. The setup for Firefox is very similar.
Filesystem
When the Desktop Bridge is running, applications on Ape Web Apps (not Windows Store apps) will save all files and game data into the Documents folder for your desktop user. Files are also stored internally into the browser just in case, and may also be synced to the Ape Apps Cloud depending on the application.
Questions/Comments/Suggestions
Use this thread for all discussion related to the bridge. If it gets enough activity I can make a dedicated forum section for it, but right now for the benefit of all, keep all discussion in the same place.
Final Note
Remember that the Ape Web Apps Desktop Bridge minimizes and closes to the system tray. You should consider closing it when it is not in use, both to free up system resources and for security. You should get a system notification whenever a client connects to the bridge, although the notifications may not work properly on all systems.
Update History
What is it?
The Ape Web Apps Desktop Bridge adds extra functionality to apps and games hosted on apewebapps.com and those downloaded from the Windows Store, giving them additional features and capabilities normally only available in the native client versions of the apps and games. These features include things like offline file-system storage access and peer-to-peer connectivity over local area networks (think offline LAN multiplayer). These features are generally unavailable to web and store apps due to web browser security standards.
Who is it for?
The Desktop Bridge was created by @bastecklein to allow for testing native cross-platform features while doing development on the web. It was previously too archaic and technical for distribution. However, with upcoming online and offline multiplayer features for games such as My Colony, Antiquitas, Colony Wars, and Death 3d, it would be impossible for web-only users of these games to use their full feature-sets.
Do you need it?
It is important to keep in mind that using the Ape Web Apps Desktop Bridge is still somewhat technical, and in most cases it is preferable to just install a native client version of the app or game you are wanting to use. Setup requires installing a security certificate authority to your operating system or browser of choice, a step which some users may be uncomfortable with. But for some circumstances where you either cannot use a native version of the app or you just prefer the web or store version, the Ape Web Apps Desktop Bridge is available to unlock full desktop-class functionality for software hosted on apewebapps.com.
Installation
The Ape Web Apps Desktop Bridge is available for free to download from the Ape Market at this url: https://market.ape-apps.com/ape-web-apps-desktop-bridge.html . It runs on most recent 64bit editions of Windows, macOS, and Linux.
The installer is not digitally signed with any certificates, so you have to allow installation manually if you get a security warning. On Windows, it will look something like this:
On macOS, after extracting the app to your Applications folder, you will have to right-click (or command click) on the app and select 'Open' the first time you run it. There are generally no special instructions required on Linux. When installation is complete, you will be greeted with the standard console screen:
At this point everything is ready to go on the bridge-side of things. On Windows only, if you are using the standard Windows Firewall, you will be asked to allow port access to the Desktop Bridge. You must allow access, or the bridge will not work properly. Once the app window is up and running, closing or minimizing the window will simply minimize it to your system tray. To quit the application completely, you must right-click on the tray icon and select 'Quit.'
Certificate Installation
In order to actually use the Desktop Bridge, you must install a security certificate onto your PC. Why? Ape Web Apps is hosted on a secure (https) domain, and as such can only interact with resources which contain a valid security certificate. A similar restriction applies to Windows Store apps. With the Ape Web Apps Desktop Bridge, you are essentially hosting a secure server on your own desktop that acts as a middle man between the game and your PC. Most home users don't have to install certificates on their own machines, although it is a lot more common in corporate network environments. The bridge will not work properly without the certificate, so if you are not comfortable with this step, then you might as well not continue.
Certificate installation will be different depending on your operating system and environment, but below are some common installation scenarios. You can probably get enough information here to make it work on any platform.
The first thing you have to do on all platforms though, is download the certificate authority used to validate the Desktop Bridge application:
The next step will depend on your environment.
Windows
To install the certificate on Windows, you will need to open the Control Panel and go to the Internet Options application. In the window that comes up, select the Certificates button in the Content tab.
Next, go to the Trusted Root Certificate Authorities tab and select Import.
On the next screen, you will need to browse to the file you downloaded. You will have to change the file type filter to 'All Files', as the file extension is different (.pem) than the one that is automatically selected. After you selected the downloaded certificate, press the 'Next' button. On the next screen, make sure your options match what is below and hit next.
Certificate installation should now be complete on Windows.
macOS
Installation on a Mac is quite a bit less involved. You generally just have to double click on the certificate file you downloaded. It should open up the Keychain Access application and ask which keychain you want to install the certificate to. You will use the login keychain.
Then in the Keychain Access window, select login on the left side, find the new localhost key, and double click on it. In the window that opens, expand the Trust section and change the setting to 'Always Trust.'
Certificate installation should now be complete on macOS.
Linux
On Linux, installation will differ based on distro. On some distros, you may be able to just double click on the downloaded certificate and import it to your keychain and be done with it. Whether or not the web browser will accept the certificate is another matter. For Chrome on Ubuntu, I had to actually install the certificate into Chrome itself, which was a simple matter. On Chrome, navigate to the chrome://settings/ page. From there, scroll to the very bottom and expand the Advanced section. Scroll down further to the Privacy and Security section and click on Manage certificates. From there, go to the Authorities section and click on Import.
On the popup window, check the following boxes and say OK.
That should be all you need to do on Chrome. The setup for Firefox is very similar.
Filesystem
When the Desktop Bridge is running, applications on Ape Web Apps (not Windows Store apps) will save all files and game data into the Documents folder for your desktop user. Files are also stored internally into the browser just in case, and may also be synced to the Ape Apps Cloud depending on the application.
Questions/Comments/Suggestions
Use this thread for all discussion related to the bridge. If it gets enough activity I can make a dedicated forum section for it, but right now for the benefit of all, keep all discussion in the same place.
Final Note
Remember that the Ape Web Apps Desktop Bridge minimizes and closes to the system tray. You should consider closing it when it is not in use, both to free up system resources and for security. You should get a system notification whenever a client connects to the bridge, although the notifications may not work properly on all systems.
Update History
- v3.6.0 - 20180129: First public release
Today I am happy to announce that Roman Tycoon, the latest business simulation game from Ape Apps, is now available to download for free on all major platforms. Check it out!
Essentially, Roman Tycoon is the Antiquitas version of Colonial Tycoon, but the engine has been upgraded and improved with new features not found in the other My Business Empire engine titles. In addition to building up businesses, Roman Tycoon makes heavy use of Resource production and management. You will have to open some businesses with no profit or even operate at a loss just to generate resources for your other enterprises.
Also, Roman Tycoon introduces a new stacking feature to the engine, allowing you to stack multiple businesses of the same type on top of each other, cleaning up the interface a bit compared to previous titles. At some point, this feature will be back-ported to the other My Business Empire derived games as well.
Roman Tycoon is available now on Windows 10, Android, iOS, Chrome OS, Facebook, and on any desktop PC using the Ape Apps Launcher. Find download links and more information at the official Roman Tycoon website here:
https://apps.ape-apps.com/roman-tycoon/
#romantycoon #antiquitas #mybusinessempire #colonialtycoon
Essentially, Roman Tycoon is the Antiquitas version of Colonial Tycoon, but the engine has been upgraded and improved with new features not found in the other My Business Empire engine titles. In addition to building up businesses, Roman Tycoon makes heavy use of Resource production and management. You will have to open some businesses with no profit or even operate at a loss just to generate resources for your other enterprises.
Also, Roman Tycoon introduces a new stacking feature to the engine, allowing you to stack multiple businesses of the same type on top of each other, cleaning up the interface a bit compared to previous titles. At some point, this feature will be back-ported to the other My Business Empire derived games as well.
Roman Tycoon is available now on Windows 10, Android, iOS, Chrome OS, Facebook, and on any desktop PC using the Ape Apps Launcher. Find download links and more information at the official Roman Tycoon website here:
https://apps.ape-apps.com/roman-tycoon/
#romantycoon #antiquitas #mybusinessempire #colonialtycoon
I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
- High Noon (half)
- Deimos
- Sarge
- End of the Earth
- High Noon (half)
- My Colony
- Death 3d
- Colony Wars
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
bastecklein said:I haven't developed any "lore" yet exactly, but I do consider My Colony to fit in to the "universe" of a few of my other games, and that gives it some slight backstory. I have also thought of the timeline of these games and where everything fits in.
The games are Deimos, End of the Earth, Sarge, My Colony, the upcoming Death 3d, the upcoming High Noon, and the upcoming Colony Wars. If somebody wanted to play them in a chronological order, it would roughly be like this:
The positioning of My Colony is not hard set, because it doesn't necessarily have a story line and can really fit in anywhere, but I put it before Death 3d because the Zolarg and the LIS are both known to United Earth by the time of Death 3d.
- High Noon (half)
- Deimos
- Sarge
- End of the Earth
- High Noon (half)
- My Colony
- Death 3d
- Colony Wars
The basic universe centers around a future (don't know the exact year, but it is later than 2050) where all of the countries of earth have been absorbed into the United Earth, which is joint ruled between the United Earth General Assembly and the President of United Earth. There is a military wing of the United Earth called the United Earth Space Marines, among whom Sarge and his squad are heralded as legends by the citizens of earth.
Sometime before the events of Deimos, a breakaway faction calling themselves the League of Independent States decided to declare independence from United Earth. The U.E. does not yet formally recognize their independence, and they are currently in a sort of cold war, which will be going hot starting in Death 3d (to be released before christmas) and in the game Colony Wars I am currently planning, which will be a real time strategy game based on a modified My Colony engine that I hope to release next year. The basic story in Colony Wars is that U.E. and LIS go to war, and then shortly after the Zolarg invade.
Also next year will be releasing High Noon RPG which will be the final chapter in the 'Deimos' story line and takes place in both the "present" (the 'future' present) and in the 1880's, and will also shed further light on the 'Ancient Aliens' who left artifacts in My Colony.
As for the Zolarg, they gained independence from a currently unknown race many years ago, and were freed by an insectoid named Zolarg, which is what their civilization is named after, who was named Emperor after freeing his fellow insects. They will soon be launching an invasion of United Earth and the LIS in the Colony Wars game.
So that is where the story basically stands right now. It is not very fleshed out, just enough for the purpose of the games.
Woah woah woah woah woah woah WOAH! btw new game colony wars WOAH, will it become a thing?
cry8wolf9 said:Well maybe not so quick.
Since your taking a look at models.
Are you keeping the same model for structures? Like entertainment, government, ect.
Also what about the races? Same or are there going to be different ones? Would this be a good chance to suggest new ones?
Any lore ideas yet to base the buildings and builders on?
Sorry cry, but you might get more than you bargained for with my reply.
So I am not exactly sure what you mean by "models," but I don't want the design of the game to be limited by what was there in MC1. There might be a tendency to think "well this is just MC1 with just 3d versions of the landscape and buildings," etc, but that is not my thinking at all. There is no reason that the tech or building tree has to mimic what was in MC1, and the buildings don't just have to be 3d versions of their MC1 counterparts. There is no reason why MC1 needs to have a lander, silo, solar panel, greenhouse, refinery etc, unless they make sense in the context of the game. Same thing applies to Rovers, which is why I continue to raise the question as to whether they need to exist in the same form as they do in MC1.
This is not to say that existing MC1 stuff does not belong here, what I am trying to say is that this is an entirely new game, there is nothing wrong with starting on with a new slate.
In terms of lore/races/civs/etc. My thought is that MC2 would be on one hand smaller in scale than MC1, but at the same time much larger.
What does this mean? So My Colony 1 basically encompasses a large area of the galaxy with thousands of planets and the three principal races. And all of the races are still official "lore" for the game, of course. Additionally, a "planet" in MC1 is basically limited to a small plot of land, and you can go from a lander touching down on a dead empty world to a booming metropolis in a matter of days.
I want MC2 to feel completely different, like when your lander touches down on the Red Planet (or whatever world), you are just a lander and two tiny colonists alone on a massive, dead, empty world that you must tame, and all of the resources you need will not just be sitting there waiting for you upon arrival.
Here is how I sort of see it in my head. All lore for the game universe comes principally from the following titles: Colony Wars, Colonial Tycoon, Death 3d, My Starship, Deimos, Deimos 2 - End of the Earth, Deimos 3 - High Noon, and Sarge. If you wanted to put the story in a chronological order, I think it would go like this:
- My Colony 2
- Deimos
- Sarge
- End of the Earth
- High Noon
- Colony Wars
- Death 3d
- My Colony 1
- Colonial Tycoon
- My Starship
So that is a general overview of the MC Universe lore. The nature of My Colony 1 and 2 make them harder to place firmly on a timeline, since a game can last "years" and span throughout the whole timeline. But I do like to see My Colony 2 start at the very beginnings, not to far from our present day, because I think it would be neat to see the original few lonely colonists roughing it in hard times on a barren world, which is what going to Mars is going to be like in real life.
It has given me some ideas for some changes VS MC1 though.
In MC1 you are like a mayor or a governor starting a city. In MC2, I see the player as more of a company landing on part of a new planet for fun and for profit, but mostly for profit. You begin with a certain amount of money, and initially to get more colonists, you have to finance another launch from Earth, which results in another Lander showing up with two or three colonists. The Lander can be broken down for scrap parts once it arrives. I think you will also be able to order up a supplies lander from Earth for a lower cost, which has no colonists but whatever materials you need to order, or foot/water etc. However if another player is also on that planet and there are already colonists nearby, they may join your settlement instead of having to bring in new people. You get more money by exporting resources back to earth.
Eventually your settlement grows into a city and the nature of the game changes from one of having to ship materials to Earth for survival to a self-sustaining colony. But I think it will be a slower, more drawn out process VS MC1.
Having multiple players on a planet will also allow for a planetary economy to grow, where trade networks between settlements are made and colonists move from one player to another. Eventually a planet can be built to a point where Earth is no longer required. In MC1, each player has his own planet, but in MC2 I would rather see all players on the server on the same planet, with the planet itself being near infinite in size, with different resources and terrains on different parts on the planet. There will of course be support for multiple planets on a server, but I do not think the game will be as fun if everybody starts with their own planet, as on MC1. On MC1 it was needed because a planet was, at most, a few square miles in size. In MC2, a planet is like an actual planet.
I don't know if there will be terraforming as in MC1, or if so it will be way, way slower.
As for other civs, my plan is to just have Earth/Human. If somebody wants to create a mod with another civ built out, they are free to do so. If it's really good and they want it included in the base game, I will consider it. But it's not a part of the initial plan.
This are the current planetary and racial ideas that I have. The purpose of this list is to make it easy to find my ideas without having to go to each topic.
Toxic/trash Planet: https://www.ape-apps.com/viewpage.php?p=29285
The Bog: https://www.ape-apps.com/viewpage.php?p=28960
Space Platform/Dyson sphere: https://www.ape-apps.com/viewpage.php?p=28843
Desert/arid : https://www.ape-apps.com/viewpage.php?p=14302
Twilight planet/ twilight idea for abandoned planet: https://www.ape-apps.com/viewpage.php?p=25865
Blast furnace/mercury planet: https://www.ape-apps.com/viewpage.php?p=15239
Blast furnace revamped: https://www.ape-apps.com/viewpage.php?p=30528
Planet Terraformation ideas and venus planet: https://www.ape-apps.com/viewpage.php?p=3932
lava world ideas: https://www.ape-apps.com/viewpage.php?p=12913
Ice World Ideas: https://www.ape-apps.com/viewpage.php?p=14299
Race ideas: https://www.ape-apps.com/viewpage.php?p=5389
water body and sea level ideas: https://www.ape-apps.com/viewpage.php?p=14672
Living Planet: https://www.ape-apps.com/viewpage.php?p=30021
Jungle Planet: https://www.ape-apps.com/viewpage.php?p=33448
Ideas regarding all of the existing planets, and some ideas that apply to all planets, both in existence and those in idea form: https://www.ape-apps.com/viewpage.php?p=29587
I'll continue to add more as I find my older topics or when I create new ones.
Toxic/trash Planet: https://www.ape-apps.com/viewpage.php?p=29285
The Bog: https://www.ape-apps.com/viewpage.php?p=28960
Space Platform/Dyson sphere: https://www.ape-apps.com/viewpage.php?p=28843
Desert/arid : https://www.ape-apps.com/viewpage.php?p=14302
Twilight planet/ twilight idea for abandoned planet: https://www.ape-apps.com/viewpage.php?p=25865
Blast furnace/mercury planet: https://www.ape-apps.com/viewpage.php?p=15239
Blast furnace revamped: https://www.ape-apps.com/viewpage.php?p=30528
Planet Terraformation ideas and venus planet: https://www.ape-apps.com/viewpage.php?p=3932
lava world ideas: https://www.ape-apps.com/viewpage.php?p=12913
Ice World Ideas: https://www.ape-apps.com/viewpage.php?p=14299
Race ideas: https://www.ape-apps.com/viewpage.php?p=5389
water body and sea level ideas: https://www.ape-apps.com/viewpage.php?p=14672
Living Planet: https://www.ape-apps.com/viewpage.php?p=30021
Jungle Planet: https://www.ape-apps.com/viewpage.php?p=33448
Ideas regarding all of the existing planets, and some ideas that apply to all planets, both in existence and those in idea form: https://www.ape-apps.com/viewpage.php?p=29587
I'll continue to add more as I find my older topics or when I create new ones.
Today I am happy to announce a big new update to Epic Adventure - v0.12.0! My son has started playing a lot of Epic Adventure, and as such his demands for updates have become impossible to ignore, which in turn has placed Epic Adventure on a higher update priority than it has previously been, so expect a lot more from this game in the coming months. Until then though, let's take a look at all the changes in this release!
To start things off, crop farming has now arrived in Epic Adventure! Before, you could collect seeds from tall grass, and you could plow dirt with the hoe, but you just couldn't combine the two efforts into one. Now, you can plant those seeds in the dirt to produce a brand new entity - Wheat!
Once the wheat is ripe, you can harvest it, and using the crafting menu, six wheats can be converted into another new entity - Dough. Of course, what good is plain dough? Not very tasty. But wait, there has been a non-working object in the game from the very beginning, the furnace. Non-working until now, because the furnace is now fully operational, with the new furnace interface. Loading your furnace with the dough and a fuel source such as coal with convert your dough into another new entity, the delicious and edible Bread!
The last update to Epic Adventure added the first mob, Chickens, to the game, but you couldn't do anything with them. Sadly for the chickens, this has changed, as they can now be slaughtered using your weapon of choice. A few hits with an axe or pickaxe ought to do the trick.
The Chickens currently are a little over powered for what they are, so you will need some sort of weapon to kill them, but they will eventually be nerfed a bit. Regardless, killing a chicken will provide the new entity Raw Chicken and also a random chance to get another new entity, the Feather. There is no practical use for the Feather yet, but the Raw Chicken can be thrown into the furnace to create Cooked Chicken, which provides a great boost to your health and energy.
Speaking of health and energy, Death and Respawning are now fully implemented into the game. Eventually you will be able to create a bed to set a new spawn point, but for now the spawn point is locked at chunk 0x0x0. When you die, your inventory will dump at the site of your death and you will have to return to your body to collect everything. Premium users have the option to respawn at their body if they want to.
Going forward,, I plan on increasing the Epic Adventure update cycle from "whenever I feel like it" to once per month. A big part of creating a game is implementing all of the engine features, and once that is done, adding new content can go quick and easy, rapidly expanding the game. I am getting closer to the rapid content expansion phase, but there are still engine enhancements and changes I wish to implement first.
In a prior post, @Amorphus suggested the concept of rooms, towns, and limited visibility. For the most part, I agree with these concepts completely. Right now in the game, you can easily scroll around the map and see everything. I plan on changing the mechanics to something more resembling my game Gone Rogue, in which a player has a certain line of sight which is also blocked by walls and other obstacles. Additionally, caves and enclosed rooms are going to be dark, requiring torches in order see inside of them. I also plan on adding a day/night cycle to the overworld.
Farming needs to be expanded well beyond the current Wheat. There was a thread a while back with contributions from @Amorphus and @GeneralWadaling concerning Agriculture, and now that the basic engine mechanics of planting, harvesting, and cooking have been implemented, I plan on following many of the suggestions in that thread. Expect a lot more to come in the area of agriculture in the near future.
In this thread, @GeneralWadaling laid out a ton of suggestions regarding food and cooking, and many of these will be finding their way into the game shortly. Wadaling suggests a kitchen stove object, and I might implement that and change the furnace so that it just deals with smelting of metals (whenever I add metals to the game). I will also be adding the camp fire, which will allow cooking but will "burn out" after time.
v0.11.0 introduced engine capability for mobs (the chicken), and this update allows you to kill them. We also need mobs that fight back. Monsters, skeletons, bandits, etc. Look forward to all of these things. That's not all though, because Epic Adventure needs some dungeons to explore. My plan is to repurpose the dungeon generation routines I wrote for both Gone Rogue and Dungeon Infinity in order to have random dungeons to appear on the map that you can loot and explore. Dungeons will be filled with items, treasure, and monsters and will give the player the chance to kind more items, gear, and to gain experience and level up, which are two more concepts headed to the game.
There also needs to be a lot more biome types, including the introduction of Water. There is already a little bit of code in the engine to support water (including accelerated crop growth when near water), but there is no actual water in the game. This will be changing. You will also be able to build ditches/trenches to move water from one location to another.
One thing that really bothers me about Epic Adventure is how only one chunk of the world is rendered at a time and you cannot manipulate objects in nearby chunks. I plan to make the world more seamless (like how it works in My Colony 2) to where the entire world feels like one continuous thing instead of something broken up into chunks.
Anyway, I have a lot of plans for Epic Adventure and I think that things are going to start happening a lot faster in this game now going forward. If you have suggestions on things you would like to see, feel free to let me know here in the forum, and let me know what bugs you find too. Beyond that, thanks for playing Epic Adventure and stay tuned because a whole lot more is on the way!
And if you haven't tried Epic Adventure yet, you can play in on the Web, through the Ape Apps Launcher, or find it on various app stores.
#epicadventure #dungeoninfinity #gonerogue
To start things off, crop farming has now arrived in Epic Adventure! Before, you could collect seeds from tall grass, and you could plow dirt with the hoe, but you just couldn't combine the two efforts into one. Now, you can plant those seeds in the dirt to produce a brand new entity - Wheat!
Once the wheat is ripe, you can harvest it, and using the crafting menu, six wheats can be converted into another new entity - Dough. Of course, what good is plain dough? Not very tasty. But wait, there has been a non-working object in the game from the very beginning, the furnace. Non-working until now, because the furnace is now fully operational, with the new furnace interface. Loading your furnace with the dough and a fuel source such as coal with convert your dough into another new entity, the delicious and edible Bread!
The last update to Epic Adventure added the first mob, Chickens, to the game, but you couldn't do anything with them. Sadly for the chickens, this has changed, as they can now be slaughtered using your weapon of choice. A few hits with an axe or pickaxe ought to do the trick.
The Chickens currently are a little over powered for what they are, so you will need some sort of weapon to kill them, but they will eventually be nerfed a bit. Regardless, killing a chicken will provide the new entity Raw Chicken and also a random chance to get another new entity, the Feather. There is no practical use for the Feather yet, but the Raw Chicken can be thrown into the furnace to create Cooked Chicken, which provides a great boost to your health and energy.
Speaking of health and energy, Death and Respawning are now fully implemented into the game. Eventually you will be able to create a bed to set a new spawn point, but for now the spawn point is locked at chunk 0x0x0. When you die, your inventory will dump at the site of your death and you will have to return to your body to collect everything. Premium users have the option to respawn at their body if they want to.
Going forward,, I plan on increasing the Epic Adventure update cycle from "whenever I feel like it" to once per month. A big part of creating a game is implementing all of the engine features, and once that is done, adding new content can go quick and easy, rapidly expanding the game. I am getting closer to the rapid content expansion phase, but there are still engine enhancements and changes I wish to implement first.
In a prior post, @Amorphus suggested the concept of rooms, towns, and limited visibility. For the most part, I agree with these concepts completely. Right now in the game, you can easily scroll around the map and see everything. I plan on changing the mechanics to something more resembling my game Gone Rogue, in which a player has a certain line of sight which is also blocked by walls and other obstacles. Additionally, caves and enclosed rooms are going to be dark, requiring torches in order see inside of them. I also plan on adding a day/night cycle to the overworld.
Farming needs to be expanded well beyond the current Wheat. There was a thread a while back with contributions from @Amorphus and @GeneralWadaling concerning Agriculture, and now that the basic engine mechanics of planting, harvesting, and cooking have been implemented, I plan on following many of the suggestions in that thread. Expect a lot more to come in the area of agriculture in the near future.
In this thread, @GeneralWadaling laid out a ton of suggestions regarding food and cooking, and many of these will be finding their way into the game shortly. Wadaling suggests a kitchen stove object, and I might implement that and change the furnace so that it just deals with smelting of metals (whenever I add metals to the game). I will also be adding the camp fire, which will allow cooking but will "burn out" after time.
v0.11.0 introduced engine capability for mobs (the chicken), and this update allows you to kill them. We also need mobs that fight back. Monsters, skeletons, bandits, etc. Look forward to all of these things. That's not all though, because Epic Adventure needs some dungeons to explore. My plan is to repurpose the dungeon generation routines I wrote for both Gone Rogue and Dungeon Infinity in order to have random dungeons to appear on the map that you can loot and explore. Dungeons will be filled with items, treasure, and monsters and will give the player the chance to kind more items, gear, and to gain experience and level up, which are two more concepts headed to the game.
There also needs to be a lot more biome types, including the introduction of Water. There is already a little bit of code in the engine to support water (including accelerated crop growth when near water), but there is no actual water in the game. This will be changing. You will also be able to build ditches/trenches to move water from one location to another.
One thing that really bothers me about Epic Adventure is how only one chunk of the world is rendered at a time and you cannot manipulate objects in nearby chunks. I plan to make the world more seamless (like how it works in My Colony 2) to where the entire world feels like one continuous thing instead of something broken up into chunks.
Anyway, I have a lot of plans for Epic Adventure and I think that things are going to start happening a lot faster in this game now going forward. If you have suggestions on things you would like to see, feel free to let me know here in the forum, and let me know what bugs you find too. Beyond that, thanks for playing Epic Adventure and stay tuned because a whole lot more is on the way!
And if you haven't tried Epic Adventure yet, you can play in on the Web, through the Ape Apps Launcher, or find it on various app stores.
#epicadventure #dungeoninfinity #gonerogue
A couple of weeks ago, I announced that I was considering discontinuing the Ape Apps Launcher and most of my native desktop applications in favor of directing users towards the Progressive Web App (PWA) edition of my apps and games.
The Ape Apps Launcher was first released in early 2018 using Electron, and was initially created because there were a lot of capabilities required by my apps that I was just not able to deliver through the web browser. In the last 3 1/2 years though, a lot has changed. Both Microsoft and Google have gone all-in on PWA's, and between the two of them, they make PWA's installable, offline capable, with almost the entire native all feature set on nearly every platform. Because of this, it no longer makes sense to put in all of the hours and effort required to maintain the Ape Apps Launcher and the native Desktop host platform, when their entire purpose is now integrated natively into every major platform.
That said, the Launcher does offer a few things not found on my website, and also provides a nice place to access everything Ape Apps from one single desktop application. I do recognize how handy it can be for some people, so going forward I plan to "sort of" keep the launcher going, but with a bit of a twist.
The Ape Apps Launcher itself is going to become a Progressive Web App, which you will be able to install on any device, even mobile. I will still maintain the native download edition of the application, but it will basically be a wrapper for the PWA. This will allow me to continue providing the capabilities of the launcher, but without having to maintain the separate Web App Core codebase for Electron. It also means I will be able to make updates to the Launcher itself without having to upload new binaries whenever I want to publish a change.
Similar to the new PWA launcher, I will also be releasing another PWA called Ape Web Apps TV Mode, which is sort of like the launcher except built with a 10 foot interface and can be controlled entirely using a gamepad. This is designed for computers connected to a TV (like home theater PC's) and gives a console-like interface and access to all of your Ape Apps games and applications. You will even be able to use the Ape Web Apps TV Mode launcher on gaming devices like the Xbox One/Series S/X, which will be getting the new Chromium based Edge soon, along with full PWA capabilities, or on Android TV devices. Below is an early-build screenshot of the TV Mode launcher.
You can think of the TV mode launcher as basically an Ape Apps gaming console that runs as an app within existing devices/consoles, and should give you access to the entire Ape Apps library on any television (you can also just use it on a PC or Phone if you have a bluetooth gamepad connected and prefer the interface).
So that it was is in store for the Launcher. There will not be any more work going in to the current Electron build of the application, as I move all important code directly to my server. If you are currently using the Ape Apps Launcher, it will automatically be upgraded to the new PWA-hosted edition once it is ready, so there is nothing you need to do. And I will make a separate post/announcement when the TV launcher is complete and ready for use.
#apeappslauncher
The Ape Apps Launcher was first released in early 2018 using Electron, and was initially created because there were a lot of capabilities required by my apps that I was just not able to deliver through the web browser. In the last 3 1/2 years though, a lot has changed. Both Microsoft and Google have gone all-in on PWA's, and between the two of them, they make PWA's installable, offline capable, with almost the entire native all feature set on nearly every platform. Because of this, it no longer makes sense to put in all of the hours and effort required to maintain the Ape Apps Launcher and the native Desktop host platform, when their entire purpose is now integrated natively into every major platform.
That said, the Launcher does offer a few things not found on my website, and also provides a nice place to access everything Ape Apps from one single desktop application. I do recognize how handy it can be for some people, so going forward I plan to "sort of" keep the launcher going, but with a bit of a twist.
The Ape Apps Launcher itself is going to become a Progressive Web App, which you will be able to install on any device, even mobile. I will still maintain the native download edition of the application, but it will basically be a wrapper for the PWA. This will allow me to continue providing the capabilities of the launcher, but without having to maintain the separate Web App Core codebase for Electron. It also means I will be able to make updates to the Launcher itself without having to upload new binaries whenever I want to publish a change.
Similar to the new PWA launcher, I will also be releasing another PWA called Ape Web Apps TV Mode, which is sort of like the launcher except built with a 10 foot interface and can be controlled entirely using a gamepad. This is designed for computers connected to a TV (like home theater PC's) and gives a console-like interface and access to all of your Ape Apps games and applications. You will even be able to use the Ape Web Apps TV Mode launcher on gaming devices like the Xbox One/Series S/X, which will be getting the new Chromium based Edge soon, along with full PWA capabilities, or on Android TV devices. Below is an early-build screenshot of the TV Mode launcher.
You can think of the TV mode launcher as basically an Ape Apps gaming console that runs as an app within existing devices/consoles, and should give you access to the entire Ape Apps library on any television (you can also just use it on a PC or Phone if you have a bluetooth gamepad connected and prefer the interface).
So that it was is in store for the Launcher. There will not be any more work going in to the current Electron build of the application, as I move all important code directly to my server. If you are currently using the Ape Apps Launcher, it will automatically be upgraded to the new PWA-hosted edition once it is ready, so there is nothing you need to do. And I will make a separate post/announcement when the TV launcher is complete and ready for use.
#apeappslauncher
Beginning in mid January with the next update to My Colony and rolling out to several other apps in the coming months, My Tokens are an upcoming part of the Ape Apps accounts system that will add a bit of (optional) variety to several different games.
So, what are Tokens? Basically they are little avatars you can customize and make and save to your account. You can store however many you want to your account, but you can only set one as your primary Token. If you don't care about Tokens, you can have none.
Tokens can be used as your avatar/profile picture on the Ape Apps site and within the different apps, but their real feature comes with how they tie into different games. Take My Colony for instance. Right now when you have tourists come to your colony, they all look like the same dopey guy walking around with a camera in his face. Sort of boring. With the addition of Tokens though, there will now be thousands of unique user-created tourists showing up to your colony from all across the galaxy. Note that this feature will be optional, and you can turn it on or off at any time. In a similar way, the visitors to your farm in My Land will also be replaced with user-generated Tokens.
One of the coolest implementations though will be in the upcoming game Death 3d. As I alluded to in this blog post, people will be able to play online multiplayer deathmatch games using their own custom Tokens as their characters. This game is essentially the reason I created the entire Token system, so that I would not have to manually create a bunch of deathmatch characters. You will also be able to play against global Token characters during offline single-player skirmish deathmatch games. There will be so many possibilities that you may never have to kill the same AI bot twice!
The Forum chat will also be getting some Token love. In addition to the regular text based chat, there will also be a new option to switch into "token chat" mode, which lets you chat like normal, but also walk your little token guy around a virtual room. It might evolve into a basic RPG type game at some point. Might be totally pointless on the main Ape Apps chat channel, but could have some cool uses on the RP Forums channel.
My classic game Level Up will also get it's own token upgrade in the form of an all new multiplayer arena mode, where you can go head to head and fight other players online, earning coins and experience to upgrade your online-only character. Also, I was playing the classic NES game Punch Out over the Christmas weekend and was thinking of making an over-the-top boxing arcade type game using Tokens as the characters. It would have both offline and online multiplayer and I could probably make it in just a couple of weeks or less, since Tokens would take care of most of the visuals. We will see.
Anyway, these are just some of the initial features coming with Tokens next month. If people like them I might add more stuff. I was thinking of adding a way to somehow send 'gifts' of some sort to other players through the token system. Like if somebody's Token visits your farm in My Land, you can click on them and give them a pumpkin or something which in turn can be used in My Colony or Level Up somehow. But I haven't totally thought it out yet. Like I said before though, everything Token related will be completely optional, since I know there are many people who don't like this sort of nonsense. But for the people who do, it will be just one small thing to sort of tie the different Ape Apps games together in a fun little way!
So, what are Tokens? Basically they are little avatars you can customize and make and save to your account. You can store however many you want to your account, but you can only set one as your primary Token. If you don't care about Tokens, you can have none.
Tokens can be used as your avatar/profile picture on the Ape Apps site and within the different apps, but their real feature comes with how they tie into different games. Take My Colony for instance. Right now when you have tourists come to your colony, they all look like the same dopey guy walking around with a camera in his face. Sort of boring. With the addition of Tokens though, there will now be thousands of unique user-created tourists showing up to your colony from all across the galaxy. Note that this feature will be optional, and you can turn it on or off at any time. In a similar way, the visitors to your farm in My Land will also be replaced with user-generated Tokens.
One of the coolest implementations though will be in the upcoming game Death 3d. As I alluded to in this blog post, people will be able to play online multiplayer deathmatch games using their own custom Tokens as their characters. This game is essentially the reason I created the entire Token system, so that I would not have to manually create a bunch of deathmatch characters. You will also be able to play against global Token characters during offline single-player skirmish deathmatch games. There will be so many possibilities that you may never have to kill the same AI bot twice!
The Forum chat will also be getting some Token love. In addition to the regular text based chat, there will also be a new option to switch into "token chat" mode, which lets you chat like normal, but also walk your little token guy around a virtual room. It might evolve into a basic RPG type game at some point. Might be totally pointless on the main Ape Apps chat channel, but could have some cool uses on the RP Forums channel.
My classic game Level Up will also get it's own token upgrade in the form of an all new multiplayer arena mode, where you can go head to head and fight other players online, earning coins and experience to upgrade your online-only character. Also, I was playing the classic NES game Punch Out over the Christmas weekend and was thinking of making an over-the-top boxing arcade type game using Tokens as the characters. It would have both offline and online multiplayer and I could probably make it in just a couple of weeks or less, since Tokens would take care of most of the visuals. We will see.
Anyway, these are just some of the initial features coming with Tokens next month. If people like them I might add more stuff. I was thinking of adding a way to somehow send 'gifts' of some sort to other players through the token system. Like if somebody's Token visits your farm in My Land, you can click on them and give them a pumpkin or something which in turn can be used in My Colony or Level Up somehow. But I haven't totally thought it out yet. Like I said before though, everything Token related will be completely optional, since I know there are many people who don't like this sort of nonsense. But for the people who do, it will be just one small thing to sort of tie the different Ape Apps games together in a fun little way!
The Ape Apps Launcher has just been updated to v3.11.0 and gains a handful of important fixes for specific apps, PWA shortcut support, and support for the new web+apelauncher:// uri scheme.
The main change for this update is support for the new web+apelauncher:// uri scheme, which works in a similar manner to the Steam browser protocol (if you have the Steam app installed on your computer). Right now the protocol handler only works on the PWA version of the Launcher (and may require you to uninstall/reinstall the pwa before it activates), but it will soon come to the native Desktop clients as well. I am also considering releasing an Android client for the launcher, and it would also support the protocol launch.
The purpose of the launch protocol is to be able to launch or activate the Ape Apps Launcher with specific startup instructions, to open the launcher from other apps/websites, pass launch data or instructions into the launcher, etc. It will likely be expanded in the future as use-cases arise, but here are the currently supported launch endpoints:
If you are developing any sort of application and would like to see a way to pass data/instructions/commands into the Ape Apps Launcher, please feel free to let me know and I can expand the protocol launching to fit many scenarios.
One cool thing that uri protocol launching could allow, which I have not yet implemented, would be the ability to launch Steam games from the Ape Apps Launcher. For example, if you have Steam installed, you can launch My Colony by clicking on a steam URL like this steam://launch/964130. So the Launcher could be made so that, if there is a Steam version of an Ape App available, it can launch that instead of it's own version, if the user wanted it to do so (for Steam stats perhaps). The user could also be given the ability to add any game from their Steam library to the Ape Apps Launcher, if they wanted to do such a thing.
There are actually a lot of different applications that can be launched using different URI protocols, so if you know of any that you think could be integrated into the Ape Apps Launcher for a useful reason, feel free to let me know!
https://launcher.ape-apps.com
#apeappslauncher
The main change for this update is support for the new web+apelauncher:// uri scheme, which works in a similar manner to the Steam browser protocol (if you have the Steam app installed on your computer). Right now the protocol handler only works on the PWA version of the Launcher (and may require you to uninstall/reinstall the pwa before it activates), but it will soon come to the native Desktop clients as well. I am also considering releasing an Android client for the launcher, and it would also support the protocol launch.
The purpose of the launch protocol is to be able to launch or activate the Ape Apps Launcher with specific startup instructions, to open the launcher from other apps/websites, pass launch data or instructions into the launcher, etc. It will likely be expanded in the future as use-cases arise, but here are the currently supported launch endpoints:
web+apelauncher://launch/app-name
Launch a specific app. App name should be all lowercase and spaces should be replaced with dashes.
ex: web+apelauncher://launch/my-colony
Launch a specific app. App name should be all lowercase and spaces should be replaced with dashes.
ex: web+apelauncher://launch/my-colony
web+apelauncher://store/app-name
Open the store/info/landing page for a specific app. App name should be all lowercase and spaces should be replaced with dashes.
ex: web+apelauncher://store/antiquitas
Open the store/info/landing page for a specific app. App name should be all lowercase and spaces should be replaced with dashes.
ex: web+apelauncher://store/antiquitas
web+apelauncher://webapp/url
Add any external/third party web app to the Ape Apps Launcher. Some websites may not work depending on their security setup and configuration.
ex: web+apelauncher://webapp/https://www.playkeepout.com/
Add any external/third party web app to the Ape Apps Launcher. Some websites may not work depending on their security setup and configuration.
ex: web+apelauncher://webapp/https://www.playkeepout.com/
web+apelauncher://discussions
Launch Discussions (the replacement for Ape Chat). This one will be expanded too to allow launching with a specific channel. This differs from using the launch/discussions endpoint, because when Discussions is launched this way, it will take on the theme/accent color of the launcher itself.
ex: web+apelauncher://discussions
So those are the protocol options as of now. As you might be able to tell (particularly evidenced by the web+apelauncher://friends endpoint), one of the purposes of this is for developer programmatic control of the launcher. Since the launcher is a PWA at it's core, it needs to be able to accept incoming data the "web way," and since protocol handling is widely supported on all platforms, the same protocol can be implemented for desktop and mobile platforms as well.Launch Discussions (the replacement for Ape Chat). This one will be expanded too to allow launching with a specific channel. This differs from using the launch/discussions endpoint, because when Discussions is launched this way, it will take on the theme/accent color of the launcher itself.
ex: web+apelauncher://discussions
If you are developing any sort of application and would like to see a way to pass data/instructions/commands into the Ape Apps Launcher, please feel free to let me know and I can expand the protocol launching to fit many scenarios.
One cool thing that uri protocol launching could allow, which I have not yet implemented, would be the ability to launch Steam games from the Ape Apps Launcher. For example, if you have Steam installed, you can launch My Colony by clicking on a steam URL like this steam://launch/964130. So the Launcher could be made so that, if there is a Steam version of an Ape App available, it can launch that instead of it's own version, if the user wanted it to do so (for Steam stats perhaps). The user could also be given the ability to add any game from their Steam library to the Ape Apps Launcher, if they wanted to do such a thing.
There are actually a lot of different applications that can be launched using different URI protocols, so if you know of any that you think could be integrated into the Ape Apps Launcher for a useful reason, feel free to let me know!
https://launcher.ape-apps.com
#apeappslauncher
Hello all,
For the past few days opening the Ape Apps Launcher also gives a error message each time. The error does not impact game play at all, as far as I can tell. It shows up alongside the Launcher but the software does not crash.
Here is the contents of the error log that showed up:
Running Windows 7 PC with Ape Apps Launcher downloaded from Ape Market. Version 1.3.0.
Hope this helps somehow.
For the past few days opening the Ape Apps Launcher also gives a error message each time. The error does not impact game play at all, as far as I can tell. It shows up alongside the Launcher but the software does not crash.
Here is the contents of the error log that showed up:
v1.3.0 1569682191619 C:\Users\username\AppData\Local\ape_apps_launcher\app-1.3.0\resources\electron.asar\renderer\api\remote.js: 219 Uncaught Error: Object has been destroyed
v1.3.0 1570217354847 events.js: 177 Uncaught Error: ENOENT: no such file or directory, open 'C:\Users\username\AppData\Roaming\Ape Apps Launcher\apps\agbemu\appdata\audio\camera-shutter-click-03.mp3'
v1.3.0 1570217354863 events.js: 177 Uncaught Error: ENOENT: no such file or directory, open 'C:\Users\username\AppData\Roaming\Ape Apps Launcher\apps\agbemu\appdata\default.gbc'
v1.3.0 1570217354875 events.js: 177 Uncaught Error: ENOENT: no such file or directory, open 'C:\Users\username\AppData\Roaming\Ape Apps Launcher\apps\agbemu\appdata\strings.js'
v1.3.0 1570217354892 events.js: 177 Uncaught Error: ENOENT: no such file or directory, open 'C:\Users\username\AppData\Roaming\Ape Apps Launcher\apps\agbemu\appdata\images\button.svg'
v1.3.0 1570217354903 events.js: 177 Uncaught Error: ENOENT: no such file or directory, open 'C:\Users\username\AppData\Roaming\Ape Apps Launcher\apps\agbemu\appdata\images\startselectbutton.svg'
v1.3.0 1570217355078 events.js: 177 Uncaught Error: Cannot call write after a stream was destroyed
v1.3.0 1570217355090 events.js: 177 Uncaught Error: Cannot call write after a stream was destroyed
v1.3.0 1570217355102 events.js: 177 Uncaught Error: Cannot call write after a stream was destroyed
v1.3.0 1570217355115 events.js: 177 Uncaught Error: Cannot call write after a stream was destroyed
v1.3.0 1570217355125 events.js: 177 Uncaught Error: Cannot call write after a stream was destroyed
v1.3.0 1570217355138 fs.js: 150 Uncaught TypeError: Callback must be a function. Received undefined
v1.3.0 1570217355148 fs.js: 150 Uncaught TypeError: Callback must be a function. Received undefined
Running Windows 7 PC with Ape Apps Launcher downloaded from Ape Market. Version 1.3.0.
Hope this helps somehow.
This page is the one-stop guide to everything you need to know about Ape Chat. Ape Chat is a free standalone chat service from Ape Apps. It is available in your web browser, it is embedded into many Ape Apps games (such as My Colony), it is included in the Ape Apps Launcher, and is even embedded into the footer of this website. All of these applications and services are linked to the same Ape Chat server behind the scenes. The service allows for virtually unlimited free public chat rooms, private group chats, and even group voice chat. With this guide, you will learn all of the tricks and capabilities of the service. This guide will be updated as changes and improvements to the service are implemented.
Account Authentication
Ape Chat is tied to your Ape Apps Account, and if you do not have one, you will need to get one in order to log into the service. Your Ape Apps Account is the same account used for this website and for games such as My Colony. If you do not have one, you can sign up for free at https://accounts.ape-apps.com.
Channels
Ape Chat is organized by Channels. A channel is essentially it's own separate chat room. There are a few default channels already created, and you can also easily create your own. Channels fall into three categories - Public, Private, and Voice.
Global Channels
A Global chat channel is a basic channel that anybody can join. Examples include the general Ape Apps Chat, or the My Colony global chat. Anybody can create a global channel, and they are moderated by the developer ( @bastecklein ) and global moderator ( @cry8wolf9 ). With only a few exceptions (allowed by the developer only), Global channels are text only.
Private Channels
A Private channel can only be joined by invitation. Anybody may create a private channel, and when a user creates a new private channel, they are automatically assigned as a moderator for that channel. Private channel moderators may then invite other users to join the channel. Keep in mind that the developer and global moderators also have access to all private channels.
Voice Channels
A Voice channel retains all of the capabilities of a regular text channel, but also supports peer-to-peer voice communications. The voice chat runs in a decentralized mesh network, where each peer connects to each other without having to go through the server. This reduces server load, but it can also restrict the size of the voice chat, particularly on slow clients. For this reason, users are only allowed to enable voice chat on private channels that they are the moderator of.
Creating or Joining a Channel
Both creating and joining a chat channel are done in the same way, using the /join command. For instance, if you wanted to join the cows channel, you would type the following into the chat box:
/join cowsIf the channel already exists, you will join the existing channel. Otherwise, the new cows channel will be automatically created. Channel names do not support spaces.
Creating a new private channel is similar. Suppose you wanted to create the new cows channel as private channel. The command would look like this:
/join %cowsThe % symbol tells the server to create the channel in private mode. So the actual channel name would still just be cows, as the % sign only tells the server how to create the channel, and it is then discarded. If the channel already exists, nothing special will happen. If it doesn't, the new private channel cows will be created, and you will be the moderator.
If you want to leave a channel and remove it from your channel listing, you can do so with the /leave command.
/leave cows
Sharing a Channel
It is easy to share a link to your channel with others. Suppose, as in the example above, we created the cows channel. You can send anybody a direct link to your chat channel using the following URL scheme:
https://chat.ape-apps.com/?channel=cows
Simply change the word cows to whatever the name of your channel is. Even easier, you can create an automatic launcher for your chatroom here on the Ape Apps forum using the chat BBCode tag. So entering this...
[chat]cows[/chat]...would create a chat application launcher button like this:
Private Channel Administration
Continuing the example above with our new theoretical cows private channel. Suppose you are the moderator of cows. Here are some options you can do to administer your new private channel.
Inviting Users
The command to invite a user to your private channel is /invite username to channelname. For example, to invite user nezkeys to the cows channel, you would enter the following:
/invite nezkeys to cowsIn the above example, the cows channel will be then be added to nezkey's channel listing. If he is currently online, he will also get a notice that he has been added to the channel.
Channel Name
You can give your channel a display name, which can contain uppercase letters and spaces, using the /setname command. A display name makes it easier to identify a channel in a user's channel listing, and just looks nicer than the plain channel hashtag name. Suppose we wanted to call our cows channel Cow Chat. We would do this:
/setname cows Cow ChatTechnically the channel name is still cows, and to join, users would still need to type /join cows, but in the channel listing, it will now be refereed to as Cow Chat. You can use this function to give users a clearer understanding of what the channel is all about.
Enabling Voicechat
Converting your private channel into a voice-enabled channel can be easily done using the /envoice command. Below, we turn our Cow Chat channel into a fully featured voice-enabled room.
/envoice cows
Client Management
You can print an in-chat listing of commands that are available to you using the /help command.
/helpYou can also use /? which does the same thing.
Ape Chat supports both a light and a dark theme mode, and you can use the /theme command to pick between the two.
/theme darkYou can also set the default color of your messages using the /color command. The color command accepts hex color code values. For example, red is defined as #ff0000. For example:
/theme light
/color #ff0000The above example will make your text red. You can also clear out your color customization and return to the client theme default using /color null. In addition, you can set your message text color on a per-message basis using standard BBCode markup.
User Management
At times you may wish to send a private message to a particular user. You can accomplish this using the @ command. For example, suppose you want to send a private message to nezkeys. You would do so like this:
@nezkeys How are you?Note that the message will only be delivered if the target user is currently online. If they are not, you are better off sending them a private message through the forum.
Ignoring and Muting
You have the ability to either ignore or mute a user. When you ignore somebody, their messages will be completely hidden from you, including their voice stream. When you mute them, only their voice stream will be disabled, so you will still be able to read their text messages. These actions are taken with the /ignore and /mute commands.
/ignore nezkeysSimilarly, you can undo the above actions with the /unignore and /unmute commands.
/mute nezkeys
/unignore nezkeysLastly, you can completely clear out your ignore and mute lists using the all parameter.
/unmute nezkeys
/unignore all
/unmute all
Today I have published an update to the original My Colony, bringing it up to v1.34.0, which should be hitting all platforms soon. There are a few changes here, so let's take a look!
First, I have reverted the in-game popup style menus to the big full window height slideout menus. Some players (on mobile in particular) were having issues with the other menu style, so I decided to just go back to the old reliable slideout menus that nobody seemed to have an issue with.
The Music Rendering engine has been completely replaced and is now using a new library called SpessaSynth that I have been following for a little while now. The developer of this new MIDI sequencing library is very good and is quite active, and has been super responsive when I have had questions or issues with the library. If you wouldn't mind, go to his Github repo and leave it a Star, because he does good work.
https://github.com/spessasus/SpessaSynth
This new library uses more modern JS coding techniques and renders .mid files in a worker thread, and so it does not impact game performance like the old MIDI renderer did. With this change though, you may notice that the music sounds a little different. Since the new library makes use of standard .sf2 sound font files, I am currently using with the game the widely available General MIDI soundfont, which is only a fraction of the size of the music patches that were being used with the old renderer. That said, this sound font objectively does not sound quite as good.
The good news is that the new library supports custom sound fonts, whereas the old one did not. If there is interest from players, I can add an option to the game that lets users select their own *.sf2 sound font file and then they can make the music sound however they want it to. For copyright reasons though, I will probably stick to the free one as the in-game packaged sound font.
Finally, this update includes beta-level support for a new Ape Apps-wide feature I have been working on behind the scenes for a while now, which is Private Cloud support. Currently, users of all of my apps, My Colony included, who opt into Cloud Sync have their save data temporarily stored on one central Ape Cloud server. Since it is expensive (and out of the scope of my business) to run mass cloud storage hosting, files are routinely purged from the server after several months of inactivity, which is why the server is branded as a sync server and not a long-term storage server.
With the new Private Cloud feature I am working on, users may set up their own private cloud server at their own location and use it as their default save location for their data. I have already been testing this on a handful of other apps, and now I am rolling it out to My Colony.
The Private Cloud system is a part of an application called the Ape Web Apps Desktop Bridge, which is available as both a Progressive Web App and as a stand-alone application for Windows or Linux.
To get started, install the Ape Web Apps Desktop Bridge (either desktop or PWA edition, for private cloud I would suggest the full desktop download) and signs in with your Ape Apps Account. Once signed in, click on the Add Resource button and select Private Cloud.
From there, you can select a folder on your computer that will be your new private cloud sync folder. If you are using the PWA version, you will probably need to re-enable folder permissions every time you restart your computer, so keep that in mind. The desktop client does not have that limitation, which is why it is preferred.
If you are going to try using the Private Cloud, I would suggest setting your computer to automatically start the Ape Web Apps Desktop Bridge on startup. The desktop edition can be minimized to your system try, so it is non-obtrusive.
Once Private Cloud is set up, restart My Colony. If you are signed in with your account, you will see a new Cloud Sync Location option on the title screen menu.
If you only have one cloud sync folder enabled on your account, then it will automatically be set as the default, so keep that in mind. If you are given permission to multiple cloud sync locations, you will default to the central Ape Cloud service and you will have to manually select which server you want to use.
If you decide to give the new Private Cloud feature a try, please let me know how it works for you. This feature was originally designed for some business users using EZ Office applications whose business policies did not allow them to use the central Ape Cloud servers, but in my testing so far it is working quite well for My Colony saves. Theoretically you could set a lot better saving/loading performance, especially if you are at your own house while playing.
And yes, you can still sync to your own Private Cloud, even when you are not at home.
Another Private Cloud benefit is that you can easily back up all of your Ape Apps data whenever you feel like it. It would be trivial to compress your entire Private Cloud folder on a regular basis and keep backups in any way which works for you.
How does it work?
The Private Cloud feature uses a private channel on the central Ape Apps Signaling server, tied to your individual Ape Apps Account, to locate any AWA Desktop Bridge instances you have running. When Bridge instances are located, the Signaling server then initiates a peer-to-peer handshake to make a direct WebRTC socket connection between your My Colony instance and your AWA Desktop Bridge instance, similar to the way that My Colony 2 dedicated servers work. The Signaling server then gets out of the way and you are operating with a direct peer to peer link to your own Private Cloud server, wherever it is located.
In theory, this direct peer to peer connection should perform better than the centralized Ape Cloud server, because a) it obviously has a lot less traffic going to it, and b) it is using a persistent direct connection instead of making constant HTTP requests.
So that is the Private cloud system in a nutshell. Like I said, give it a try and let me know how it works for you, or what issues it gives you. I have been using it for a little while on some EZ Office applications and it has been running without issue, but they generally have smaller file sizes than My Colony saves, so it will be interesting to see how it goes.
So that is it for this update. It should be rolling out everywhere soon, so let me know how it goes, and stay tuned for more!
https://mycolony.online/
#mycolony
First, I have reverted the in-game popup style menus to the big full window height slideout menus. Some players (on mobile in particular) were having issues with the other menu style, so I decided to just go back to the old reliable slideout menus that nobody seemed to have an issue with.
The Music Rendering engine has been completely replaced and is now using a new library called SpessaSynth that I have been following for a little while now. The developer of this new MIDI sequencing library is very good and is quite active, and has been super responsive when I have had questions or issues with the library. If you wouldn't mind, go to his Github repo and leave it a Star, because he does good work.
https://github.com/spessasus/SpessaSynth
This new library uses more modern JS coding techniques and renders .mid files in a worker thread, and so it does not impact game performance like the old MIDI renderer did. With this change though, you may notice that the music sounds a little different. Since the new library makes use of standard .sf2 sound font files, I am currently using with the game the widely available General MIDI soundfont, which is only a fraction of the size of the music patches that were being used with the old renderer. That said, this sound font objectively does not sound quite as good.
The good news is that the new library supports custom sound fonts, whereas the old one did not. If there is interest from players, I can add an option to the game that lets users select their own *.sf2 sound font file and then they can make the music sound however they want it to. For copyright reasons though, I will probably stick to the free one as the in-game packaged sound font.
Finally, this update includes beta-level support for a new Ape Apps-wide feature I have been working on behind the scenes for a while now, which is Private Cloud support. Currently, users of all of my apps, My Colony included, who opt into Cloud Sync have their save data temporarily stored on one central Ape Cloud server. Since it is expensive (and out of the scope of my business) to run mass cloud storage hosting, files are routinely purged from the server after several months of inactivity, which is why the server is branded as a sync server and not a long-term storage server.
With the new Private Cloud feature I am working on, users may set up their own private cloud server at their own location and use it as their default save location for their data. I have already been testing this on a handful of other apps, and now I am rolling it out to My Colony.
The Private Cloud system is a part of an application called the Ape Web Apps Desktop Bridge, which is available as both a Progressive Web App and as a stand-alone application for Windows or Linux.
To get started, install the Ape Web Apps Desktop Bridge (either desktop or PWA edition, for private cloud I would suggest the full desktop download) and signs in with your Ape Apps Account. Once signed in, click on the Add Resource button and select Private Cloud.
From there, you can select a folder on your computer that will be your new private cloud sync folder. If you are using the PWA version, you will probably need to re-enable folder permissions every time you restart your computer, so keep that in mind. The desktop client does not have that limitation, which is why it is preferred.
If you are going to try using the Private Cloud, I would suggest setting your computer to automatically start the Ape Web Apps Desktop Bridge on startup. The desktop edition can be minimized to your system try, so it is non-obtrusive.
Once Private Cloud is set up, restart My Colony. If you are signed in with your account, you will see a new Cloud Sync Location option on the title screen menu.
If you only have one cloud sync folder enabled on your account, then it will automatically be set as the default, so keep that in mind. If you are given permission to multiple cloud sync locations, you will default to the central Ape Cloud service and you will have to manually select which server you want to use.
If you decide to give the new Private Cloud feature a try, please let me know how it works for you. This feature was originally designed for some business users using EZ Office applications whose business policies did not allow them to use the central Ape Cloud servers, but in my testing so far it is working quite well for My Colony saves. Theoretically you could set a lot better saving/loading performance, especially if you are at your own house while playing.
And yes, you can still sync to your own Private Cloud, even when you are not at home.
Another Private Cloud benefit is that you can easily back up all of your Ape Apps data whenever you feel like it. It would be trivial to compress your entire Private Cloud folder on a regular basis and keep backups in any way which works for you.
How does it work?
The Private Cloud feature uses a private channel on the central Ape Apps Signaling server, tied to your individual Ape Apps Account, to locate any AWA Desktop Bridge instances you have running. When Bridge instances are located, the Signaling server then initiates a peer-to-peer handshake to make a direct WebRTC socket connection between your My Colony instance and your AWA Desktop Bridge instance, similar to the way that My Colony 2 dedicated servers work. The Signaling server then gets out of the way and you are operating with a direct peer to peer link to your own Private Cloud server, wherever it is located.
In theory, this direct peer to peer connection should perform better than the centralized Ape Cloud server, because a) it obviously has a lot less traffic going to it, and b) it is using a persistent direct connection instead of making constant HTTP requests.
So that is the Private cloud system in a nutshell. Like I said, give it a try and let me know how it works for you, or what issues it gives you. I have been using it for a little while on some EZ Office applications and it has been running without issue, but they generally have smaller file sizes than My Colony saves, so it will be interesting to see how it goes.
So that is it for this update. It should be rolling out everywhere soon, so let me know how it goes, and stay tuned for more!
https://mycolony.online/
#mycolony
Today I am pleased to announce that Death 3d has been updated to v0.0.5. This beta release brings several important bug fixes, campaign progress saving, and memory usage reductions. It also brings mobile UI and improved touch screen controls. As such, Death 3d v0.0.5 has just been published to Google Play, and should be available shortly by clicking on the below link:
https://play.google.com/store/apps/details?id=com.ape.games.death3d
Death 3d is also available for Windows 10 (find it on the Windows Store) and on the Ape Apps Launcher.
Cross-platform online multiplayer is ready to go for players using Ape Apps Launcher, Android, and Windows 10. On the Ape Apps Launcher or Windows 10, you can create your own online server for others to join. On all platforms, you can also play WiFi local multiplayer cross-platform on all versions. So tell your friends to download the game and get your deathmatch on!
Big changes were made to the resource loading and rendering engine with this release, so there may be some minor graphical glitches. There is also an issue where death animation sprites do not render correctly when using an AI opponent created using My Tokens. These are minor issues though, and should be corrected in the near future.
That's about all for this update. If the controls seem to work fine on Android and people are not having any major issues, Death 3d will be arriving on iOS in the not too distant future, so stay tuned for more!
https://play.google.com/store/apps/details?id=com.ape.games.death3d
Death 3d is also available for Windows 10 (find it on the Windows Store) and on the Ape Apps Launcher.
Cross-platform online multiplayer is ready to go for players using Ape Apps Launcher, Android, and Windows 10. On the Ape Apps Launcher or Windows 10, you can create your own online server for others to join. On all platforms, you can also play WiFi local multiplayer cross-platform on all versions. So tell your friends to download the game and get your deathmatch on!
Big changes were made to the resource loading and rendering engine with this release, so there may be some minor graphical glitches. There is also an issue where death animation sprites do not render correctly when using an AI opponent created using My Tokens. These are minor issues though, and should be corrected in the near future.
That's about all for this update. If the controls seem to work fine on Android and people are not having any major issues, Death 3d will be arriving on iOS in the not too distant future, so stay tuned for more!
Today the v1.24.0 patch for Antiquitas has been released and should be hitting all platforms within the next few days. This update rolls up all engine patches and upgrades from My Colony v0.85.0, v0.86.0, v0.87.0, v0.88.0, and v0.89.0. That's a lot of patches, and there are a handful of new features that are now available as a result.
Firstly, Antiquitas now uses the improved Dark theme that has been used on My Colony since v0.85.0. Along with simply having a darker interface, there are a whole host of UI improvements that go along with the change.
Significant improvements have been made to Region games, all the way from game saving down to the regional overview map.
The in-game stats sections have been expanded and now show more information than they have ever shown before.
There are many, many other small improvements that are too numerous to list, and you can read through the My Colony patch notes linked above if you are interested.
Finally, don't forget that the Antiquitas spin-off game Roman Tycoon is now available for free on all major platforms, so please check it out!
And if (for some reason) you still haven't played Antiquitas, find it for all major mobile and desktop platforms (including Steam) from the link below:
https://apps.ape-apps.com/antiquitas/
Enjoy!
Firstly, Antiquitas now uses the improved Dark theme that has been used on My Colony since v0.85.0. Along with simply having a darker interface, there are a whole host of UI improvements that go along with the change.
Significant improvements have been made to Region games, all the way from game saving down to the regional overview map.
The in-game stats sections have been expanded and now show more information than they have ever shown before.
There are many, many other small improvements that are too numerous to list, and you can read through the My Colony patch notes linked above if you are interested.
Finally, don't forget that the Antiquitas spin-off game Roman Tycoon is now available for free on all major platforms, so please check it out!
And if (for some reason) you still haven't played Antiquitas, find it for all major mobile and desktop platforms (including Steam) from the link below:
https://apps.ape-apps.com/antiquitas/
Enjoy!
As mentioned before in this thread, double-clicking on the Ape Apps Launcher file in the downloaded package will sometimes result in the following error on certain Linux distributions:
If you are interested in the technical reasons this is happening, you can look here, but this thread will give you instructions on how to easily get the Launcher up and running on Ubuntu or any other distribution.
First, right-click on the 'Ape Apps Launcher' file and select Properties. On the Permissions tab, select 'Allow executing file as program.'
Next, open a terminal window at the location of your Ape Apps launcher file, and launch it the standard way using the following command:
This will add an Ape Apps Launcher icon to your activities screen/programs menu etc (depending on desktop environment used). You can then pin it to your dock of choice if you like or launch it just like any other application on your system. From this point on, the launcher will be ready to go and will auto-update itself when needed, so you never have to worry about the above steps again (until you reinstall your system, of course).
I realize it's a bit of a pain, but I think us Linux users are used to that, and it's really just a one-time thing.
Anyway, I hope this information is helpful, and if you don't have the launcher on your Linux system yet, you can get it from the link below. It is available for both x64 and ARM processors (such as Raspberry Pi devices):
https://market.ape-apps.com/ape-apps-launcher.html
#apeappslauncher
If you are interested in the technical reasons this is happening, you can look here, but this thread will give you instructions on how to easily get the Launcher up and running on Ubuntu or any other distribution.
First, right-click on the 'Ape Apps Launcher' file and select Properties. On the Permissions tab, select 'Allow executing file as program.'
Next, open a terminal window at the location of your Ape Apps launcher file, and launch it the standard way using the following command:
./'Ape Apps Launcher'Finally, to make things easier in the future, once the launcher is open, click on the Settings icon, and then click on the 'Create Entry' button under the Launcher Shortcut section.
This will add an Ape Apps Launcher icon to your activities screen/programs menu etc (depending on desktop environment used). You can then pin it to your dock of choice if you like or launch it just like any other application on your system. From this point on, the launcher will be ready to go and will auto-update itself when needed, so you never have to worry about the above steps again (until you reinstall your system, of course).
I realize it's a bit of a pain, but I think us Linux users are used to that, and it's really just a one-time thing.
Anyway, I hope this information is helpful, and if you don't have the launcher on your Linux system yet, you can get it from the link below. It is available for both x64 and ARM processors (such as Raspberry Pi devices):
https://market.ape-apps.com/ape-apps-launcher.html
#apeappslauncher
So a couple of days ago the state of the Ape Apps website was briefly being discussed, and I mentioned the idea of merging the forum section of the website into Ape Chat and just having all discussions take place in there. I have since given it a little thought, and I believe I have come up with the solution that I am ultimately going to implement, and that is what I want to discuss here.
Some time (probably) this year, I am going to be retiring the forums here on ape-apps.com, the official Discord server and even Ape Chat, and I will be sort of merging all three of them into a new/resurrected Discussions app.
Since most people here have joined during the My Colony "era" of Ape Apps, many may not remember the "Discussions" era, but it was my original app business success story, basically the thing that let me quit my "real" job and go full time with app development. I am going to give a quick history here of the Discussions app, and then talk about why that is the direction I am going to be going in and what it's going to look like.
Back in 2010, one of my very first apps was called Super Bored, which was an extremely basic communications app where people could post text and eventually pictures onto a single threaded chat board. The app started to gain a following, so I decided to copy/past the code and release another simple forum app called World of Warcraft Discussion. That one became even more popular, so I followed it up with Star Craft Discussion, Halo Discussion, Call of Duty Discussion, Body Building Discussion, and several others. The next thing I knew, all of these "Discussion" apps were getting a pretty active following, but it was sort of a pain to maintain all of them, so since they were all running on the same server anyway, I decided to merge them all into one giant forum app that was simply called Discussions.
Discussions was pretty active, up until Google removed it from the Play store (back then it was still called the Android Market) due to copyright complaints from Activision over the Call of Duty section and CoD images being visible in some of the screenshots. I tried to appeal, but not only was I rejected, they actually followed up by nuking my entire developer account because of the other video game themed Discussion apps I had (Halo, WoW, etc).
Anyway, the community lived on for a while, but with out the apps being on the market place anymore, it slowly faded away. There is still a remnant of it on a Discord channel, and part of it slit off into the RP Forums forum community. But eventually my interests moved on to making games and business applications and I never really put a serious effort into bringing back Discussions. There is still a remnant of Discussions that you can see as the first category here in the forums section of the website.
So fast forward to now, where I have Ape Chat, which is now embedded into both of the My Colony games. I have found it to be extremely handy to be able to communicate with the game players without having to actually have the game running, and my plan was to start implementing Ape Chat into most of my applications. But then we run into the situation where Ape Apps now has the chat, the forums, and also now the Discord channel for discussions. To my thinking, why do we need to have three different places, when everything could just be together in the same app?
So this is my plan for the new Discussions app, a merging of the Ape Chat, Forums, and Discord server into one unified place. Now I am not going to be using the old Discussions code or anything, and really beyond the name of the app, it's not going to have much to do with the old Discussions. But in my opinion, the name "Ape Chat" does not make sense for an app that allows more than chat. And plus I already own several domains related to Discussions that have been sitting collecting dust in my account for years now.
So what will the new Discussions be like?
I have a lot of plans, but here is what I am thinking right now. When I originally created Ape Chat, I designed it to be like an IRC server, and a lot of its limitations come from that initial design decision. It works pretty well for just plain chat, but when you want to start adding advanced stuff, it shows its limitations.
First of all, as compared to Ape Chat, the front end and the server are going to be completely disconnected, and in fact, the new Discussions client will allow people to spin up their own servers on their own hardware and run their own private Discussions community with their own rules and setup. Of course, the app will come pre-loaded with the official Ape Apps server.
Within each server there can be any number of channels. I don't know if channel is a good word for it or not, we can come up with something else, but they will also be able to be grouped by topic. So for example, there can now be a My Colony group, with several channels related to My Colony.
There will be multiple types of channels as well. The regular chat channel, which is how Ape Chat is now. There will be threaded channels for a more forum-like setup. There will be voice channels and video chat channels.
There will also be a private messaging system that will be replacing both the "Mail" and "Conversations" features here on ape-apps.com. Private messaging will be one-on-one between two users, or users will be able to create their own private channels like they can now in Ape Chat and do whatever they want. For one-on-one private messaging channels, I plan to support both voice and video, as well as direct P2P file transfers.
What will happen to the forums here?
They will be archived for a while and eventually taken down. The code behind the forums is a mess that has been layered upon more mess over the years, and I will be glad to be done with it. Plus I am tired of fighting constant spam. Users will be encouraged to migrate to the new Discussions platform.
The rest of the site is going to be redone from scratch, and will be more of a static information and marketing site for my stuff, but I will still maintain "What's New" type posts and updates, as well as an RSS feed that people can subscribe to. Actually, the new Discussions app will probably read that RSS feed as well.
What will happen to the Discord server?
It will ultimately be shut down once the new service is ready. I don't really think it will be needed anymore, and plus I really don't like Discord. You may look at the features from the new Discussions and ask "why not just use Discord instead?" The reason is that I cannot embed Discord into my apps, and not only will I be able to do that with Discussions, I will be able to do it in a completely custom way that lets the service have app specific features.
What will happen to Ape Chat?
Discussions is basically the next version of Ape Chat with a re-branding. It will simply redirect to the new domain, and all of the in-game implementations of Ape Chat will be migrated over to Discussions.
Conclusion
This is probably going to happen some time this summer. If you have suggestions on what the new service can look like, you can feel free to leave them here. I think it's going to be a lot better than the current Ape Chat, and it will be nice to only have to go to one place for communications!
Also fun fact, Discussions has an id of 1 on the Ape Market internal database, it's the first app I ever added to the Ape Market (actually, the whole reason I created the Ape Market was to host Discussions after Google took it down).
Some time (probably) this year, I am going to be retiring the forums here on ape-apps.com, the official Discord server and even Ape Chat, and I will be sort of merging all three of them into a new/resurrected Discussions app.
Since most people here have joined during the My Colony "era" of Ape Apps, many may not remember the "Discussions" era, but it was my original app business success story, basically the thing that let me quit my "real" job and go full time with app development. I am going to give a quick history here of the Discussions app, and then talk about why that is the direction I am going to be going in and what it's going to look like.
Back in 2010, one of my very first apps was called Super Bored, which was an extremely basic communications app where people could post text and eventually pictures onto a single threaded chat board. The app started to gain a following, so I decided to copy/past the code and release another simple forum app called World of Warcraft Discussion. That one became even more popular, so I followed it up with Star Craft Discussion, Halo Discussion, Call of Duty Discussion, Body Building Discussion, and several others. The next thing I knew, all of these "Discussion" apps were getting a pretty active following, but it was sort of a pain to maintain all of them, so since they were all running on the same server anyway, I decided to merge them all into one giant forum app that was simply called Discussions.
Discussions was pretty active, up until Google removed it from the Play store (back then it was still called the Android Market) due to copyright complaints from Activision over the Call of Duty section and CoD images being visible in some of the screenshots. I tried to appeal, but not only was I rejected, they actually followed up by nuking my entire developer account because of the other video game themed Discussion apps I had (Halo, WoW, etc).
Anyway, the community lived on for a while, but with out the apps being on the market place anymore, it slowly faded away. There is still a remnant of it on a Discord channel, and part of it slit off into the RP Forums forum community. But eventually my interests moved on to making games and business applications and I never really put a serious effort into bringing back Discussions. There is still a remnant of Discussions that you can see as the first category here in the forums section of the website.
So fast forward to now, where I have Ape Chat, which is now embedded into both of the My Colony games. I have found it to be extremely handy to be able to communicate with the game players without having to actually have the game running, and my plan was to start implementing Ape Chat into most of my applications. But then we run into the situation where Ape Apps now has the chat, the forums, and also now the Discord channel for discussions. To my thinking, why do we need to have three different places, when everything could just be together in the same app?
So this is my plan for the new Discussions app, a merging of the Ape Chat, Forums, and Discord server into one unified place. Now I am not going to be using the old Discussions code or anything, and really beyond the name of the app, it's not going to have much to do with the old Discussions. But in my opinion, the name "Ape Chat" does not make sense for an app that allows more than chat. And plus I already own several domains related to Discussions that have been sitting collecting dust in my account for years now.
So what will the new Discussions be like?
I have a lot of plans, but here is what I am thinking right now. When I originally created Ape Chat, I designed it to be like an IRC server, and a lot of its limitations come from that initial design decision. It works pretty well for just plain chat, but when you want to start adding advanced stuff, it shows its limitations.
First of all, as compared to Ape Chat, the front end and the server are going to be completely disconnected, and in fact, the new Discussions client will allow people to spin up their own servers on their own hardware and run their own private Discussions community with their own rules and setup. Of course, the app will come pre-loaded with the official Ape Apps server.
Within each server there can be any number of channels. I don't know if channel is a good word for it or not, we can come up with something else, but they will also be able to be grouped by topic. So for example, there can now be a My Colony group, with several channels related to My Colony.
There will be multiple types of channels as well. The regular chat channel, which is how Ape Chat is now. There will be threaded channels for a more forum-like setup. There will be voice channels and video chat channels.
There will also be a private messaging system that will be replacing both the "Mail" and "Conversations" features here on ape-apps.com. Private messaging will be one-on-one between two users, or users will be able to create their own private channels like they can now in Ape Chat and do whatever they want. For one-on-one private messaging channels, I plan to support both voice and video, as well as direct P2P file transfers.
What will happen to the forums here?
They will be archived for a while and eventually taken down. The code behind the forums is a mess that has been layered upon more mess over the years, and I will be glad to be done with it. Plus I am tired of fighting constant spam. Users will be encouraged to migrate to the new Discussions platform.
The rest of the site is going to be redone from scratch, and will be more of a static information and marketing site for my stuff, but I will still maintain "What's New" type posts and updates, as well as an RSS feed that people can subscribe to. Actually, the new Discussions app will probably read that RSS feed as well.
What will happen to the Discord server?
It will ultimately be shut down once the new service is ready. I don't really think it will be needed anymore, and plus I really don't like Discord. You may look at the features from the new Discussions and ask "why not just use Discord instead?" The reason is that I cannot embed Discord into my apps, and not only will I be able to do that with Discussions, I will be able to do it in a completely custom way that lets the service have app specific features.
What will happen to Ape Chat?
Discussions is basically the next version of Ape Chat with a re-branding. It will simply redirect to the new domain, and all of the in-game implementations of Ape Chat will be migrated over to Discussions.
Conclusion
This is probably going to happen some time this summer. If you have suggestions on what the new service can look like, you can feel free to leave them here. I think it's going to be a lot better than the current Ape Chat, and it will be nice to only have to go to one place for communications!
Also fun fact, Discussions has an id of 1 on the Ape Market internal database, it's the first app I ever added to the Ape Market (actually, the whole reason I created the Ape Market was to host Discussions after Google took it down).
Another update to the Ape Apps Launcher today. This release fixes several app-related issues, adds support for volume license activation, and makes some significant changes to the toolbar interface (on apps that use a toolbar).
Since the Launcher is starting to gain in users, I plan on adding more features to it going forward. Soon I will be adding the ability to handle your Ape Apps Conversations from right within the launcher, as well as access the Ape Apps Chatroom. Also, you will be able to read and post to the Ape Apps Launcher support forum from right within the app. These API's all need to be made for the upcoming rewrite of the RP Forums app, so I figured I would use the Launcher to test out their implementation 🙂
That's all for this update, enjoy! If you don't have the launcher yet, you can find it here:
https://market.ape-apps.com/ape-apps-launcher.html
Since the Launcher is starting to gain in users, I plan on adding more features to it going forward. Soon I will be adding the ability to handle your Ape Apps Conversations from right within the launcher, as well as access the Ape Apps Chatroom. Also, you will be able to read and post to the Ape Apps Launcher support forum from right within the app. These API's all need to be made for the upcoming rewrite of the RP Forums app, so I figured I would use the Launcher to test out their implementation 🙂
That's all for this update, enjoy! If you don't have the launcher yet, you can find it here:
https://market.ape-apps.com/ape-apps-launcher.html
Network Browser has been updated to patch v2.7.1 and should be hitting all devices within the coming days. This is a minor security release, but also adds one small feature that has been often requested by users. Going forward, even if you do not have Helios File Manager installed, you can still perform basic file transfers between your network and your device. I only have two Android devices to test this on, but I can confirm it works on Android 7 and the upcoming Android Q. Give it a try, and if you experience issues, know that file transfers using Helios still work fine.
This only works for single file uploads and downloads. The new folder upload feature introduced in v2.7.0 still requires Helios, as there is no native built-in Android method for granting access to an entire directory from external storage. Given how the upcoming Android Q is making file access more restrictive vs. less, I do not expect this requirement to change in the future.
Helios still offers the best file transfer functionality with Network Browser, and the two apps work together seamlessly. But if you do not want the extra app installed on your system, and many users do not, you can now do basic transfers back and forth without using Helios.
As always, thanks for using Network Browser! Let me know what issues you have with the update, stay tuned for more, and if you do not have Network Browser yet for Android, check out download links for both Google Play and the Amazon Appstore here:
https://apps.ape-apps.com/network-browser/
#networkbrowser #heliosfilemanager
This only works for single file uploads and downloads. The new folder upload feature introduced in v2.7.0 still requires Helios, as there is no native built-in Android method for granting access to an entire directory from external storage. Given how the upcoming Android Q is making file access more restrictive vs. less, I do not expect this requirement to change in the future.
Helios still offers the best file transfer functionality with Network Browser, and the two apps work together seamlessly. But if you do not want the extra app installed on your system, and many users do not, you can now do basic transfers back and forth without using Helios.
As always, thanks for using Network Browser! Let me know what issues you have with the update, stay tuned for more, and if you do not have Network Browser yet for Android, check out download links for both Google Play and the Amazon Appstore here:
https://apps.ape-apps.com/network-browser/
#networkbrowser #heliosfilemanager
The Ape Chat server has just been updated with some new content which you can now take advantage if you are using the Ape Chat web app (https://chat.ape-apps.com/) or the client that is built into the Ape Apps Launcher. Here is an overview of the new features.
Firstly, on the left chat sidebar that has the channel listing, you will now see two new sections for your Private Channels and your Private Conversations.
This helps you keep things grouped together nicely. And speaking of Private Conversations, there are private conversations now! Previously, you could send somebody a direct message using the @username switch, but the message would only be delivered if the user was currently in chat. Now, private conversations are persisted on the server as a personal one-on-one chat room. Private conversation chats can only be accessed by the two users involved, and are also voice-enabled channels for one on one voice chat.
In addition, if you right-click on a username from your private conversations list, you will see a new Private Window option. Clicking on it will open a new mini-chat window for your one-on-one conversation, so you can have multiple one-on-ones going separate from the main chat.
Eventually, if you install Ape Chat as a PWA on your system (which, by the way, you can now do in Chrome and new MS Edge), you will also receive desktop or mobile notifications when you get a new private chat message, even if you don't have Ape Chat open. This will also work by having the Ape Apps Launcher installed.
I have expanded Ape Apps Account friends list capabilities. If you open your Friends List from either the Ape Apps Launcher or clicking on the new 'Friends' icon at the top of the base Ape Web Apps website (https://www.apewebapps.com/), you will get the updated Friends List popup window, which will allow you to accept or reject friend requests, see who is online, view friends' profile, or open the private one-on-one chat window right from the friends list:
I plan on expanding Friend List management further, and also making the friends window accessible from the individual apps and games, but for now the best way to access it is by going to https://www.apewebapps.com/ and clicking on the Friends List icon.
So that's it for this Ape Chat update. I still need to push the changes out to the Ape Chat Android application, but I plan to keep improving the Ape Chat service as time goes on, integrating it further into the Friends service and into the individual apps and games!
Firstly, on the left chat sidebar that has the channel listing, you will now see two new sections for your Private Channels and your Private Conversations.
This helps you keep things grouped together nicely. And speaking of Private Conversations, there are private conversations now! Previously, you could send somebody a direct message using the @username switch, but the message would only be delivered if the user was currently in chat. Now, private conversations are persisted on the server as a personal one-on-one chat room. Private conversation chats can only be accessed by the two users involved, and are also voice-enabled channels for one on one voice chat.
In addition, if you right-click on a username from your private conversations list, you will see a new Private Window option. Clicking on it will open a new mini-chat window for your one-on-one conversation, so you can have multiple one-on-ones going separate from the main chat.
Eventually, if you install Ape Chat as a PWA on your system (which, by the way, you can now do in Chrome and new MS Edge), you will also receive desktop or mobile notifications when you get a new private chat message, even if you don't have Ape Chat open. This will also work by having the Ape Apps Launcher installed.
I have expanded Ape Apps Account friends list capabilities. If you open your Friends List from either the Ape Apps Launcher or clicking on the new 'Friends' icon at the top of the base Ape Web Apps website (https://www.apewebapps.com/), you will get the updated Friends List popup window, which will allow you to accept or reject friend requests, see who is online, view friends' profile, or open the private one-on-one chat window right from the friends list:
I plan on expanding Friend List management further, and also making the friends window accessible from the individual apps and games, but for now the best way to access it is by going to https://www.apewebapps.com/ and clicking on the Friends List icon.
So that's it for this Ape Chat update. I still need to push the changes out to the Ape Chat Android application, but I plan to keep improving the Ape Chat service as time goes on, integrating it further into the Friends service and into the individual apps and games!
With Apple slated to transition it's computer processors from Intel to ARM, I have decided to add ARM CPU support across the board for the Ape Apps Launcher. When you go to the Ape Apps Launcher download page (https://market.ape-apps.com/ape-apps-launcher.html), you will now be presented with the following options:
Ironically, the one platform that pushed me to make the change, macOS ARM, is not yet available, which is because ARM based macs are not yet available, but there will be macOS builds coming in the future as well.
These new download options should let the Ape Apps Launcher (and other software/games in the months to come) run on pretty much any desktop device. This includes new Windows on ARM based laptops (like the Surface Pro X), as well as Linux ARM devices, such as the Raspberry Pi. In fact I was sort of getting an idea to add some new capabilities to the launcher that would let it serve as a media center application when connected to TV devices, allowing you to build a cheap media center PC out of a Raspberry Pi that can also play the entire Ape Apps lineup using a gamepad. But that's for another day.
Anyway, that's what's new with the Launcher. As Apple computers, and probably more Windows computers in the future start embracing both ARM and Intel architectures, I will make sure that your favorite Ape Apps games and programs work on whatever type of device you happen to be using!
Ironically, the one platform that pushed me to make the change, macOS ARM, is not yet available, which is because ARM based macs are not yet available, but there will be macOS builds coming in the future as well.
These new download options should let the Ape Apps Launcher (and other software/games in the months to come) run on pretty much any desktop device. This includes new Windows on ARM based laptops (like the Surface Pro X), as well as Linux ARM devices, such as the Raspberry Pi. In fact I was sort of getting an idea to add some new capabilities to the launcher that would let it serve as a media center application when connected to TV devices, allowing you to build a cheap media center PC out of a Raspberry Pi that can also play the entire Ape Apps lineup using a gamepad. But that's for another day.
Anyway, that's what's new with the Launcher. As Apple computers, and probably more Windows computers in the future start embracing both ARM and Intel architectures, I will make sure that your favorite Ape Apps games and programs work on whatever type of device you happen to be using!
The title says it all, I am considering discontinuing development on the Ape Apps Launcher.
I originally created the launcher in order to fill in the missing capabilities that were not available to my apps on Ape Web Apps when run from within a browser. Since then though, the situation has changed considerably. Every app on Ape Web Apps is now fully and easily installable as a Progressive Web App (PWA) on Windows, Linux, MacOS, and even Android through either Chrome or Edge. Once installed, the apps all have native file system access for saving, and can even automatically launch by double-clicking on their associated file types (such as .vpp files) when the #file-handling-api feature is enabled in about://flags (soon to be enabled as standard). Installed PWA's also work without a live internet connection.
The only real remaining benefit on the Launcher is the system try access to friends notifications, but I do not think that by itself is enough of a reason to continue to develop the thing, and I do have an idea to replace that as well.
The bottom line is that there is a lot of work required to maintain the Ape Apps Launcher, and at the end of the day it only has about 300 active users during a given week. In addition, both Windows and macOS give out security warnings and require users to jump through extra hoops just to run the thing after downloading, since I am not paying for a signing certificate for the thing.
At the end of the day, Web Apps are becoming far more capable, and I think that the Launcher is largely obsolete at this point. My proposal is to discontinue the product, and in its place, offer a small Ape Apps browser extension for both Chrome and Edge that will help fill in the last remaining pieces, such as friends list management/notifications, account management, etc.
So anyway, I wanted to through the idea out there to make sure there wasn't going to be a public outcry over the loss of the Launcher. If everybody really loves it, then I can keep it around. But it does save me a ton of time to not have to keep the Launcher up to date, and I think installed web apps are the way of the future anyway. Basically, it's the same thing that the Launcher does anyway, and as I mentioned earlier, I think I can close the remaining functionality gap with a simple browser extension.
#apeappslauncher
I originally created the launcher in order to fill in the missing capabilities that were not available to my apps on Ape Web Apps when run from within a browser. Since then though, the situation has changed considerably. Every app on Ape Web Apps is now fully and easily installable as a Progressive Web App (PWA) on Windows, Linux, MacOS, and even Android through either Chrome or Edge. Once installed, the apps all have native file system access for saving, and can even automatically launch by double-clicking on their associated file types (such as .vpp files) when the #file-handling-api feature is enabled in about://flags (soon to be enabled as standard). Installed PWA's also work without a live internet connection.
The only real remaining benefit on the Launcher is the system try access to friends notifications, but I do not think that by itself is enough of a reason to continue to develop the thing, and I do have an idea to replace that as well.
The bottom line is that there is a lot of work required to maintain the Ape Apps Launcher, and at the end of the day it only has about 300 active users during a given week. In addition, both Windows and macOS give out security warnings and require users to jump through extra hoops just to run the thing after downloading, since I am not paying for a signing certificate for the thing.
At the end of the day, Web Apps are becoming far more capable, and I think that the Launcher is largely obsolete at this point. My proposal is to discontinue the product, and in its place, offer a small Ape Apps browser extension for both Chrome and Edge that will help fill in the last remaining pieces, such as friends list management/notifications, account management, etc.
So anyway, I wanted to through the idea out there to make sure there wasn't going to be a public outcry over the loss of the Launcher. If everybody really loves it, then I can keep it around. But it does save me a ton of time to not have to keep the Launcher up to date, and I think installed web apps are the way of the future anyway. Basically, it's the same thing that the Launcher does anyway, and as I mentioned earlier, I think I can close the remaining functionality gap with a simple browser extension.
#apeappslauncher
There are two new Beta releases coming this weekend that both tie in together: Death 3d and My Tokens. Death 3d is an old school style first person shooter with built-in map editor and online multiplayer. My Tokens is a custom avatar-creation app that lets you make little characters that will appear in different Ape Apps games. Death 3d is the first game to utilize the feature. Here is a video example of My Tokens appearing in Death 3d multiplayer:
The Death 3d beta is on Web and the Ape Apps Launcher, but due to internet browser security restrictions, online and LAN multiplayer are exclusive to the Ape Apps Launcher version. The Ape Apps Launcher is free though, and you can get it here:
https://market.ape-apps.com/ape-apps-launcher.html
My Tokens is in beta, but you can access it from the web right now from here:
https://www.apewebapps.com/my-tokens/
Be sure to sign in using your Ape Apps account to be able to use your Tokens in other games. You can also use the My Tokens app to create custom avatars for the forum here.
As of this moment, Death 3d with LAN multiplayer is already live on the Ape Apps launcher with v 0.0.1. If you have two or more PC's on a local network, feel free to try our LAN multiplayer. In a few days, v0.0.2 will be arriving on the Ape Apps Launcher with My Tokens support and Online multiplayer. Both Death 3d and My Tokens betas will also be coming to Android in early April.
The Death 3d beta is on Web and the Ape Apps Launcher, but due to internet browser security restrictions, online and LAN multiplayer are exclusive to the Ape Apps Launcher version. The Ape Apps Launcher is free though, and you can get it here:
https://market.ape-apps.com/ape-apps-launcher.html
My Tokens is in beta, but you can access it from the web right now from here:
https://www.apewebapps.com/my-tokens/
Be sure to sign in using your Ape Apps account to be able to use your Tokens in other games. You can also use the My Tokens app to create custom avatars for the forum here.
As of this moment, Death 3d with LAN multiplayer is already live on the Ape Apps launcher with v 0.0.1. If you have two or more PC's on a local network, feel free to try our LAN multiplayer. In a few days, v0.0.2 will be arriving on the Ape Apps Launcher with My Tokens support and Online multiplayer. Both Death 3d and My Tokens betas will also be coming to Android in early April.
In the next week or so, an extremely early "beta" of a game I've been working on in my spare time will be hitting the Ape Apps Launcher and Ape Web Apps. This is a new single or multiplayer game that is sort of like my game Gone Rogue merged with Minecraft.
Essentially, you create a new world, and then you join it with an avatar you created using the My Tokens app. You start with a completely uncivilized world (no pre-built structures), and you have to gather natural resources and craft them into materials in order to build up your world.
The game is 2D top-down world view and controls like Gone Rogue, but a lot of the gameplay elements are like Minecraft. I plan to have random dungeons generated throughout the world using similar level generation algorithms as Gone Rogue, but the actual world is potentially infinitely big, as there is no set limit on how far you can walk, and new sections of world are generated as you go.
On the Web, the game is single player, and on the Ape Apps Launcher (and mobile devices, once released), it supports LAN multiplayer, or direct connect to another player over the internet, if you know their IP.
So anyway, it's just a simple(ish) little concept game at the moment. I've had the concept in my mind since I came out with My Tokens, but am only now deciding to throw it together. A lot of the base framework for the game is done, as well as the multiplayer code. I am just needing to add more resource stuff to mine and whatnot.
Anyway, I will probably release something beta in the next week or so. I am not going to dump a ton of time into the game, unless people like it, then I can dump more time into it 🙂
Stay tuned for more!
Essentially, you create a new world, and then you join it with an avatar you created using the My Tokens app. You start with a completely uncivilized world (no pre-built structures), and you have to gather natural resources and craft them into materials in order to build up your world.
The game is 2D top-down world view and controls like Gone Rogue, but a lot of the gameplay elements are like Minecraft. I plan to have random dungeons generated throughout the world using similar level generation algorithms as Gone Rogue, but the actual world is potentially infinitely big, as there is no set limit on how far you can walk, and new sections of world are generated as you go.
On the Web, the game is single player, and on the Ape Apps Launcher (and mobile devices, once released), it supports LAN multiplayer, or direct connect to another player over the internet, if you know their IP.
So anyway, it's just a simple(ish) little concept game at the moment. I've had the concept in my mind since I came out with My Tokens, but am only now deciding to throw it together. A lot of the base framework for the game is done, as well as the multiplayer code. I am just needing to add more resource stuff to mine and whatnot.
Anyway, I will probably release something beta in the next week or so. I am not going to dump a ton of time into the game, unless people like it, then I can dump more time into it 🙂
Stay tuned for more!
Today I am finalizing v1.7.0 of Voxel Paint which is a fairly considerable update with several new tools and features being added into the program. Let's take a look at what's new!
First off, Voxel Paint now has, not one, but four pen tools available, accessable by either right-clicking on the pen tool icon, or selecting the pen tool again when you are already using one of the pens (for mobile access). Doing so will give you this new context menu where you can select which pen tool you are interested in using:
The Add Voxel tool is the same that it's always pen, the regular pen.
The new Fill Add Voxel tool accepts two clicks and will then fill in every cube in-between the first and second click. For instance, if you click on the top left corner of the painting and then the bottom left, you will get this:
Certainly a lot faster than single clicking on each individual tile!
The Paint Voxel tool is used for painting over, or changing the color of already existing voxels, handy for adding texture to a model or simply making changings without having to erase and redraw parts of your model.
Finally, the new Paint Emissive tool is used for quickly setting a group of voxels as emissive. You use it by "drawing" over them as with the Paint Voxel tool. It also allows mobile users to set voxels as emissive, as they couldn't before.
In order to keep all of the new tools straight, there is a new readout area on the bottom-right of the screen next to the coordinate readout that lets you know which tool you are currently using.
Aside from the new pens, there are a couple of more tools you will find in this release. Under the Image menu, there is a new Hollow Image wizard. This tool will go through your model and automatically remove all cubes that are not visible from the outside. This is a handy feature if you've just created a bunch of new voxels using the Fill Add Voxel tool and want to remove the excess in the center. Hollowing an image can greatly reduce your .vpp file size, as well as rendering performance.
When you first load up Voxel Paint, the default file size has been changed from 20x20 to 16x16. I made this change because the two games that currently use .vpp models, My Empire and My Colony 2, both use 16x16 models by default, as does the Voxel Playground utility. It only makes sense for Voxel Paint to conform to that default. I have also adjusted the maximum zoom out range, so you can zoom out on your models more than you could previously.
Finally, Voxel Paint now has a new file export mode called Precompile Model, which performs a majority of the operations that the My Empire or My Colony 2 game engines normally do before adding the model into the game, and saves that data into the actual .vpp file. The precompile export can take a minute or so depending on your device and will increase the file size by a factor of 2 or 3 (or more). The benefit is that it will reduce the time that one of the above mentioned games (or the Voxel Playground once it's updated) takes to load your model by 99%, which is good. If you are just working on small models or making personal artwork and do not care about rendering in My Colony 2, then you probably do not need to do a precompile export. On the other hand, if you are interested in My Colony 2 modding or creating Voxel Playground scenes, the precompile export is probably the way to go.
Anyway, the v1.7.0 update is live now on the Web and on the Ape Apps Launcher and should be hitting all other platforms over the course of the week. I hope you enjoy the changes, please leave feedback so that I can continue to improve the app, and stay tuned for more Voxel Paint updates!
#voxelpaint #mycolony2 #voxelplayground #myempire
First off, Voxel Paint now has, not one, but four pen tools available, accessable by either right-clicking on the pen tool icon, or selecting the pen tool again when you are already using one of the pens (for mobile access). Doing so will give you this new context menu where you can select which pen tool you are interested in using:
The Add Voxel tool is the same that it's always pen, the regular pen.
The new Fill Add Voxel tool accepts two clicks and will then fill in every cube in-between the first and second click. For instance, if you click on the top left corner of the painting and then the bottom left, you will get this:
Certainly a lot faster than single clicking on each individual tile!
The Paint Voxel tool is used for painting over, or changing the color of already existing voxels, handy for adding texture to a model or simply making changings without having to erase and redraw parts of your model.
Finally, the new Paint Emissive tool is used for quickly setting a group of voxels as emissive. You use it by "drawing" over them as with the Paint Voxel tool. It also allows mobile users to set voxels as emissive, as they couldn't before.
In order to keep all of the new tools straight, there is a new readout area on the bottom-right of the screen next to the coordinate readout that lets you know which tool you are currently using.
Aside from the new pens, there are a couple of more tools you will find in this release. Under the Image menu, there is a new Hollow Image wizard. This tool will go through your model and automatically remove all cubes that are not visible from the outside. This is a handy feature if you've just created a bunch of new voxels using the Fill Add Voxel tool and want to remove the excess in the center. Hollowing an image can greatly reduce your .vpp file size, as well as rendering performance.
When you first load up Voxel Paint, the default file size has been changed from 20x20 to 16x16. I made this change because the two games that currently use .vpp models, My Empire and My Colony 2, both use 16x16 models by default, as does the Voxel Playground utility. It only makes sense for Voxel Paint to conform to that default. I have also adjusted the maximum zoom out range, so you can zoom out on your models more than you could previously.
Finally, Voxel Paint now has a new file export mode called Precompile Model, which performs a majority of the operations that the My Empire or My Colony 2 game engines normally do before adding the model into the game, and saves that data into the actual .vpp file. The precompile export can take a minute or so depending on your device and will increase the file size by a factor of 2 or 3 (or more). The benefit is that it will reduce the time that one of the above mentioned games (or the Voxel Playground once it's updated) takes to load your model by 99%, which is good. If you are just working on small models or making personal artwork and do not care about rendering in My Colony 2, then you probably do not need to do a precompile export. On the other hand, if you are interested in My Colony 2 modding or creating Voxel Playground scenes, the precompile export is probably the way to go.
Anyway, the v1.7.0 update is live now on the Web and on the Ape Apps Launcher and should be hitting all other platforms over the course of the week. I hope you enjoy the changes, please leave feedback so that I can continue to improve the app, and stay tuned for more Voxel Paint updates!
#voxelpaint #mycolony2 #voxelplayground #myempire
I mentioned before that changes were on the way for the Ape Apps Launcher, and today the online beta is available so that you can check out what those changes are.
Ape Apps Launcher v2.0.0 is going to be released for both Desktop (as it is today) and as an installable Progressive Web App. Behind the scenes though, both editions of the Launcher are going to be based on the Progressive Web App code, which means that I will be able to make updates to the Launcher without having to rebuild and upload binaries for the actual Desktop host applications.
To check out the beta and keep up on the progress, head here:
https://www.apewebapps.com/launcher.html
The Launcher is not yet installable as a PWA, but it will be soon. This URL will be the permanent home of the Ape Apps Launcher going forward.
In addition to the standard Launcher, I am developing another launcher called Ape Web Apps TV Mode. This is designed to be used with a gamepad and on devices that are connected to a television, such as an entertainment P, an Android TV/Fire TV device or through a console web browser. Ape Web Apps TV Mode is still a ways off, but it will give you quick and easy to control access to every Ape Apps that offers full gamepad support. It is sort of like the Ape Apps Launcher version of Steam Big Picture mode. You can see the early development work here, just make sure you have a gamepad set up.
https://www.apewebapps.com/tv.html
That is all for today. I am a bit stalled on My Colony 2 updates until I can get the new version of the Launcher finished, because there is some new code coming to the next My Colony 2 release that will break the current version of the Ape Apps Launcher, so I need to get the new one done ASAP. So I hope to get the native desktop edition of the new launcher done next week some time.
Until then, enjoy!
#apeappslauncher
Ape Apps Launcher v2.0.0 is going to be released for both Desktop (as it is today) and as an installable Progressive Web App. Behind the scenes though, both editions of the Launcher are going to be based on the Progressive Web App code, which means that I will be able to make updates to the Launcher without having to rebuild and upload binaries for the actual Desktop host applications.
To check out the beta and keep up on the progress, head here:
https://www.apewebapps.com/launcher.html
The Launcher is not yet installable as a PWA, but it will be soon. This URL will be the permanent home of the Ape Apps Launcher going forward.
In addition to the standard Launcher, I am developing another launcher called Ape Web Apps TV Mode. This is designed to be used with a gamepad and on devices that are connected to a television, such as an entertainment P, an Android TV/Fire TV device or through a console web browser. Ape Web Apps TV Mode is still a ways off, but it will give you quick and easy to control access to every Ape Apps that offers full gamepad support. It is sort of like the Ape Apps Launcher version of Steam Big Picture mode. You can see the early development work here, just make sure you have a gamepad set up.
https://www.apewebapps.com/tv.html
That is all for today. I am a bit stalled on My Colony 2 updates until I can get the new version of the Launcher finished, because there is some new code coming to the next My Colony 2 release that will break the current version of the Ape Apps Launcher, so I need to get the new one done ASAP. So I hope to get the native desktop edition of the new launcher done next week some time.
Until then, enjoy!
#apeappslauncher
So about a year and a half ago or so, Microsoft depreciated the original UWP WebView control and move all of their development efforts over to the new Chromium based MS Edge. This was fine, except for that My Colony on Windows ran under the old Edge WebView, which was no longer receiving any updates. In order to allow My Colony to keep running on the latest engine, I took down the original Windows package and replaced it with a PWA pointing to the Web version of the game.
This was good, except for that MS does not allow non-Microsoft Store in-app purchases for games, so I had to make the game paid on the Windows Store, and buying it just added Premium to your account. This of course led to a pretty big drop in Windows users, since a free game obviously does better than a paid one.
Meanwhile though, Microsoft came out with the newer WebView2 control for UWP apps, based on the new Chromium Edge engine. In my spare time I have been updating my Windows Web App Core code to take advantage of this new engine, and now that the work is complete, I am pleased to announce that the free version of My Colony is once again back up and running on the Windows Store!
https://www.microsoft.com/store/apps/9NBLGGH4X533
I have unpublished the paid edition so there is no confusion by having two versions of My Colony available, but if you previously bought the paid edition from the Store, then it will still show up for you like always.
So that is the change for the Windows Store release. I will probably be making the same change to My Colony 2 the next time I update that game, so there will finally be a free MC2 package available to Windows Store users.
Moving on though to the non-Windows Store desktop clients.
I quit updating the Windows/Mac/Linux desktop clients quite a while ago, and converted the Steam client to be basically a wrapper for the Web App that unlocks premium on the users' account. This worked pretty good on Steam, but a lot of people were taking advantage of how it worked in order to give free Premium access by letting their friends log into their Steam using their Ape Apps Accounts. So to combat this, and also just to improve the experience in general, I am bringing back the native clients for Windows, Mac and Linux, and they will all be natively packaged as well, not just hosts for the Web App version of the game.
When this change occurs though, I will be removing the "Steam Premium" flag from every account in the Ape Apps database. Then, the first time you sign in to the game using Steam, it will ask you to link your Steam account to your Ape Apps account, and there can only be one Steam and Ape Apps Account linked, so you can no longer share your Steam purchases with other users. Linking your account will also enable automatic sign in for all Ape Apps games through Steam. For added security, the Steam editions of the game will no longer be able to run unless Steam is also running and signed in.
In addition, the Steam clients will now implement the Steam API, and I am looking into adding Steam cloud saving, workshop, achievements, IAP, etc.
Finally, the Ape Apps Launcher is getting a massive overhaul and update sometime in January, so the experience there will be improving quite dramatically as well, so be on the lookout for that. It is going to run as either a PWA or a native packaged app, and will support interfaces for Desktop, Mobile, TV and VR users. Should be good stuff!
So anyway, those are the changes coming to the Desktop apps.
This was good, except for that MS does not allow non-Microsoft Store in-app purchases for games, so I had to make the game paid on the Windows Store, and buying it just added Premium to your account. This of course led to a pretty big drop in Windows users, since a free game obviously does better than a paid one.
Meanwhile though, Microsoft came out with the newer WebView2 control for UWP apps, based on the new Chromium Edge engine. In my spare time I have been updating my Windows Web App Core code to take advantage of this new engine, and now that the work is complete, I am pleased to announce that the free version of My Colony is once again back up and running on the Windows Store!
https://www.microsoft.com/store/apps/9NBLGGH4X533
I have unpublished the paid edition so there is no confusion by having two versions of My Colony available, but if you previously bought the paid edition from the Store, then it will still show up for you like always.
So that is the change for the Windows Store release. I will probably be making the same change to My Colony 2 the next time I update that game, so there will finally be a free MC2 package available to Windows Store users.
Moving on though to the non-Windows Store desktop clients.
I quit updating the Windows/Mac/Linux desktop clients quite a while ago, and converted the Steam client to be basically a wrapper for the Web App that unlocks premium on the users' account. This worked pretty good on Steam, but a lot of people were taking advantage of how it worked in order to give free Premium access by letting their friends log into their Steam using their Ape Apps Accounts. So to combat this, and also just to improve the experience in general, I am bringing back the native clients for Windows, Mac and Linux, and they will all be natively packaged as well, not just hosts for the Web App version of the game.
When this change occurs though, I will be removing the "Steam Premium" flag from every account in the Ape Apps database. Then, the first time you sign in to the game using Steam, it will ask you to link your Steam account to your Ape Apps account, and there can only be one Steam and Ape Apps Account linked, so you can no longer share your Steam purchases with other users. Linking your account will also enable automatic sign in for all Ape Apps games through Steam. For added security, the Steam editions of the game will no longer be able to run unless Steam is also running and signed in.
In addition, the Steam clients will now implement the Steam API, and I am looking into adding Steam cloud saving, workshop, achievements, IAP, etc.
Finally, the Ape Apps Launcher is getting a massive overhaul and update sometime in January, so the experience there will be improving quite dramatically as well, so be on the lookout for that. It is going to run as either a PWA or a native packaged app, and will support interfaces for Desktop, Mobile, TV and VR users. Should be good stuff!
So anyway, those are the changes coming to the Desktop apps.
Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
- Deimos (2013)
- End of the Earth (2015)
- My Colony (2016)
- Sarge (2016)
- Death 3d (2017 or 2018)
- Colony Wars (2018)
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
bastecklein said:Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.
- Deimos (2013)
- End of the Earth (2015)
- My Colony (2016)
- Sarge (2016)
- Death 3d (2017 or 2018)
- Colony Wars (2018)
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
Just yes to all of those, but there is one problem you said the Zolarg were slaves to the Reptilians so the statue of the Zolarg Leader needs to be updated if it hasn't
bastecklein said:Was wondering if anybody is interested in me writing out the Lore of the current My Colony universe on a website somewhere, and perhaps even opening it up for the community to make additions to it?
As some may be aware, My Colony already exists in a small fictional universe I created a few years ago which spans several games now, so some of the story can be gleaned from the games, but nothing is actually written out in an outside context. The games involved are:
All of the games center around the United Earth faction, while My Colony obviously has LIS and Zolarg, Death 3d also contains LIS and Zolarg, and Colony Wars will mainly be U.E. and LIS, although the Reptilians will play a small role.
- Deimos (2013)
- End of the Earth (2015)
- My Colony (2016)
- Sarge (2016)
- Death 3d (2017 or 2018)
- Colony Wars (2018)
The stories primarily take place after 2050 where the United Nations has taken over earth as a one world government controlled by the General Assembly and the U.E. President. The LIS was an early (pre U.E.) earth colony, and when Earth united they decided to bolt and declare independence, which the U.E. does not formally recognize. They are essentially in a cold war which is about to become a hot war, starting with the events of Death 3d and boiling over in Colony Wars.
As for the Zolarg, they are an old race of insectoids who were once subjugated to the authority of the evil Reptilians. Centuries ago, one brave insectoid named Zolarg rose an army and overthrew the Reptilians. Zolarg was then promoted to Emperor for life and they named their civilization after him. They don't have much in the way of tech, just a little bit of left over knowledge from their Reptilian captors.
The Reptilians are evil and they are reptiles. There is a lot planned for them, which you will learn soon. I don't want to give too much away.
The Ancients used to rule the entire galaxy but they are either extinct or they have transformed into some sort of higher power. They may be expanded upon later. I also pondered the idea of having the Ancients actually be humans who had gained great power long ago but then took themselves out through war, bombing themselves literally back into the stone age, from which we are now just emerging and re-learning about ourselves. But idk.
So anyway, this is in the suggestions section for several reasons. 1) is any of this interesting? 2) does anybody want to work on expanding it? 3) should i set up some sort of wiki type site for holding the backstory of all of these games and their characters? 4) What should the name of this universe be? In my head it is the Deimos universe since that is the first game. I also sometimes think of it as the 'United Earth' universe. But none really sound good.
Anyway, no poll here. Just thoughts and feedback!
I'm back again with an attempt on the story.
The earth was in a time of peril, all the nations where at war, or what was left.... The world had been engulfed in a long war, over 230 years have battles been fought for resources, 137 countries perished in the war. In the end, a leader arose from the war and united humanity. None knew where he came from, only that he was almost... divine. He founded the United Earth, All countries flew under one banner, and with this new unification came a new age, the new age of technology took the U.E to the stars, limitless was the universe before them. The first ship was sent to Mars just 2 years after the Emperor first appeared. Mars became the ground from which helium 3 was mined, after which thousands of planets fell to the banner of the U.E, Terraforming worlds to suit their needs the U.E became the dominant power in the universe, but with every great empire there is a fall...... Colonies all over the empire decided to split forming several governments, many colonies remained but the U.E feared that many others would want a separate government and freedom. The first to leave was the League of Independent States and under it many colonies joined or were formed. The L.I.S were a small group of freedom fighters that grew to power, but many consider their actions as the actions of terrorists. The age of technology still reigns today with the discovery of the ancients a species of aliens in which the Emperor held in personal regard. Many colonies left after their discovery choosing to live a life based on their culture. The fracture U.E is still a dominant power and its colonies are vast, that's when the Zolarg were found a hive-like species of insectoids similar to the human ants, which has raised many questions amongst humans. The race is a primitive technology of neolithic level. Although the U.E fleets are vast the Zolarg had numbers and they are engaged in a bloody war, but many other governments are in good relationships, even able to understand them. Surprisingly their government is extremely advanced for their technology. There are legends amongst the Zolarg that some humans have managed to glean, one is of their leader and their war against the mysterious Reptilians. All the humans know is that the war ended in the Zolarg victory and the advanced Reptilians being forced into hiding so that they do not become extinct. The Galactic Emperor died but the board of propaganda kept it a secret to the billions and so they elect a president in the name of the galactic emperor to rule the earth for a period of time. A secret is known by only his species but the Emperor was an ancient that survived the extermination, and had died of old age but has transended because of his vast knowledge, he still influences the Universe in small ways.
And thats my very very brief draft on the human lore