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Hi all, Some of you had issues with marketing which would effectively prevent you from ever booking a network ever again. Thanks to a few of you sending me your save games, I was able to track down the issue and fix it. Furthermore, I made it so that if your save game has already been affected by this bug, the game will handle it in a way that prevents you from having to restart your whole game. Thanks for the patience!
Hi all, Good news! Thanks to all of you that have sent me your save files, I've managed to track down and fix the issue many of you were having with world titles not being defendable after winning them. As a further plus, you won't need to restart your saves or continue with an undefendable title - if you've encountered this problem, I've added code to vacate the title so that you can win it again and go from there. Sorry for taking so long, the problem itself was simple but I had trouble tracking it down.
Hi all, I managed to find some time to take a look at World Boxing Manager again, and I've updated a few things based on suggestions in the forums (yes, I do check in from time to time!)
Hi all, I managed to find some time to take a look at World Boxing Manager again, and I've updated a few things based on suggestions in the forums (yes, I do check in from time to time!)
Hi all, Sorry for the relative lack of updates post-release. Nevertheless, I've carved out some time and fixed a couple of issues:
Hi all, Sorry for the relative lack of updates post-release. Nevertheless, I've carved out some time and fixed a couple of issues:
Hey all, As is often the case, there were a few bugs that flew under the radar when I released the Godot version:
Hey all, As is often the case, there were a few bugs that flew under the radar when I released the Godot version:
Hi all, About two months ago I stated my intention to provide a Godot-based version of World Boxing Manager for people on Mac, Linux, and mobile who weren't able to play the game. I'm happy to announce that I've managed to do it! Thanks to all of you for the continued support! Most of the actual in-game changes are, quite frankly, simple quality of life and balancing changes. This was never meant to be a complete overhaul with entirely new features - I would probably have released an entirely new game with that kind of effort. My first priority was to simply get the game working as it was on a new engine, and I've been able to accomplish it. So without further ado, here are the changes:
Hi all, About two months ago I stated my intention to provide a Godot-based version of World Boxing Manager for people on Mac, Linux, and mobile who weren't able to play the game. I'm happy to announce that I've managed to do it! Thanks to all of you for the continued support! Most of the actual in-game changes are, quite frankly, simple quality of life and balancing changes. This was never meant to be a complete overhaul with entirely new features - I would probably have released an entirely new game with that kind of effort. My first priority was to simply get the game working as it was on a new engine, and I've been able to accomplish it. So without further ado, here are the changes:
Hey all, First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious: Building Block Heroes on Steam I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine. After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms. I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck! Aggroblakh
Hey all, First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious: Building Block Heroes on Steam I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine. After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms. I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck! Aggroblakh
Hi all, It's been a while, but I managed to scrape together some time to finally release another update! Tweaks:
Hi all, It's been a while, but I managed to scrape together some time to finally release another update! Tweaks:
Hi all, I managed to implement a few suggestions and fix a few bugs that you've brought up over the past few weeks! Bugfixes:
Hi all, I managed to implement a few suggestions and fix a few bugs that you've brought up over the past few weeks! Bugfixes:
Hi all, The long awaited modding functionality has been implemented! Change stats, add traits, change fighter names and appearances, the works! Updates:
Hi all, The long awaited modding functionality has been implemented! Change stats, add traits, change fighter names and appearances, the works! Updates:
Hi all, Since some of you have asked for it, I've brought back the fighter export/import logic from Kickboxing Manager. It affects three screens:
Hi all, Since some of you have asked for it, I've brought back the fighter export/import logic from Kickboxing Manager. It affects three screens:
Hi all, The reviews for this game have been mixed, for a very good reason - the long sim times. However, I managed to carve out some time this weekend to dig into the match engine more deeply, and I'm happy to announce that I've managed to get to the source of the problem. I've solved it, and the match engine should now be MUCH faster! Thank you all for the support and patience! Changelog: -Sped up the match engine! For those who are curious, I was so hung up on the actual flow of combat and trying to figure out what about the combat logic was taking so long, when it turned out that the RNG function itself was the problem. This is why it was so difficult to get to the bottom of the problem, because the randomization method was called EVERYWHERE, which meant profiling the match engine wasn't bringing up a noticeable bottleneck. I'm kicking myself for overlooking such a simple issue, tunnel vision is a real thing. -Fixed minor bug in Post-User Event screen where Total Counters(Body) was being displayed for both Total Counters(Head) and Total Counters(Body) Noticed this while I was playing around with the improved match engine.
Hi all, I've found some more time to implement a few more suggestions I've received from you guys. Changelog:
Hi all, Managed to find time to do another update. Changelog:
Hey all, Just a minor update, since I was able to find some time this weekend and implement a few of your requests. Changelog: -Increased price of upgrades for later levels of both gym and equipment -Fixed bug where students were not aging at all -Added ability to edit names in Fighter Information screen via a new button next to the Fighter Name field You now have the ability to type names into the Fighter Name field on the Fighter Information screen. Clicking on the button will then take whatever you typed and turn that into the fighter's new name. As discussed in the forums, since first and last names are not seperate, I have to assume that the first name ends at the first space. Thus, the name "Jean Claude Van Damme" would assign "Jean" as the first name, and "Claude Van Damme" as the last. This will update the fighter's name right away, and you will see the new name on every screen. If you have an upcoming match shown on the Inbox screen, the new name will appear there. It will also appear when you sim to the next day. The new name, however, will NOT appear in any events your fighter is already booked for. The drop-down that appears at the top of the screen on Fight Night will still display the old name, and if your fighter is fighting in the Main Event, then the name of the event will still show the old name. This is because changing the name of an already-booked event would require searching through every match of every event held by every organization. It was simply too much to process for such a small feature. The new name will be shown on any events you set up in the future. Merry Christmas!
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