A new year, full of new failures.
I've decided, if I'm going to continue working with this engine (instead of moving to Unity, like I should), then I should embrace it. I've finally updated to 500+. Not much about it is good, but there is a pretty massive world.cpu improvement, likely due to multi-threading.
- They broke layering
- They broke mouse_opacity
- They broke for loop iteration
- The web client still doesn't work
- world.fps=40 is the only viable setting
- Chat spazzes out, and can crash the game, if you click a link
- The new pager is godawful. Looks awful, lacks information, terrible performance
- Most of the new features are just performance viable ways to do things that were already doable, like changing the color of an icon
- Pixel movement is still not viable, not only does it lack features (like being able to calculate or move at angles), but it doesn't have any form of interpolation, and it breaks important features like path-finding (this actually seems semi-broken in tile movement too), and it basically requires 4x more processing power than tile movement.
Boxiverse (renamed name still pending) is offline while massive overhauls are underway.
- Removed Clicker mode, may re-release this as a standalone
- Devolved the game to tile movement, with some modifications so it still plays more or less the same
- Removed maptext outlines. While these are required for readable text, they destroy performance. As far as I can tell, because of overlays in client.screen, though I didn't heavily test the problem. This was causing a massive drop in FPS and/or input lag, hopefully this offers a much better client-side experience, along with the movement conversion.
- Getting rid of the custom account system (to go along with embracing this engine), and going to do a wipe (nobody plays anyway). Colony saving will also be overhauled, for startup performance increases, and less RAM waste.
- Was going to overhaul the combat system, partially because of tile-movement changes, partially because the 1shot fodder limits how much depth and mechanics can be put into such combat. While 1shotting them with a pistol is satisfying, it negates parties and abilities for the most part. Sticking with it for now, we'll see how it goes when the 4man standard party system is implemented.
- The update to 500+ also killed my custom standalone launcher, so I'll have to get my masters degree in noobology to figure out how BYOND's version of one is supposed to work.
Website host went bankrupt, or something
Had to transfer to GoDaddy, website was down for a few days, had to throw some money at the problem, things are mostly back up now
ID:2217117
![]() Feb 23 2017, 6:24 pm (Edited on Mar 4 2017, 2:09 pm)
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![]() Jul 3 2017, 6:43 am
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OYEA, I WAS THINKING OF THIS POST there was something else I was going to add, can't remember now. Also, its been like 6 months since I posted this, and I still don't rule the world /babyrageface
AlsoAlso! I started working on a new game yesterday. Might implement it into Boxo as part of the colony system, and/or standalone it, and/or port it to Unity as a mobile game. |
Falacy wrote:
AlsoAlso! I started working on a new game yesterday. Might implement it into Boxo as part of the colony system, and/or standalone it. Details pl0x |
Its like an old DOS game, Zork and/or Oregon Trail. Mixed with some AI driven sim stuff, in order to manage your group/colony. In a DayZ style world. Set some people to do mundane stuff at home, wash dishes, guard the walls, cook some food, chop a tree. Others to go out and raid for gear. Then random encounters happen; with bandits, zombies/aliens/werewolves/vampires/bears(!), raiders, fires, loot, or whatever else, you can generally direct things, but its all done in text and menus, no skill based action gameplay, or really gameplay of any kind.
[ "Bill and Ted enter the lobby of an abandoned apartment building, spotting nothing of value at quick glance. An empty desk sits directly ahead of them, covered in dust and debris. The elevator has crashed through a partially open door, and is clearly out of order. Just as the duo is about to head upstairs, they hear the faint patter of human footsteps outside..." - Attack! (100% Combat Chance w/Advantage, -Rep) - Approach as Friendly (75% Combat Chance w/Disadvantage, +Rep) - Set an Ambush (50% Combat Chance w/Advantage) - Hide (25% Combat Chance) ] Each such situation would be unique, and all of its choices as well. Though combat and looting will playout through in-game (text) mechanics. Originally, I was going to do it with actual typed inputs, as if you were talking to your group of survivors, but figured that was too clunky/outdated/unintuitive, and would interfere with multiplayer chat https://puu.sh/wBAAj/591ff14846.png I wasted most of the first (and only) day I've worked on it so far setting up a randomly generated map, which has no impact whatsoever on gameplay and is basically just a background filler image lol Also, I'm building the scenario editor in-game, so people will be able to add their own random encounters and available player reactions, if not entire campaigns of text driven madness |
AFTER LOOKING AT THAT FAKE TEXTO BOX might be an idea to have the location and the event as separate things, that can be combined at random, for extra flavor.
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On a scale of 1 to "the web client works", its still like a 0/1000. Overlay and/or maptext alignment doesn't work, half the interface didn't load (though usually it does), mob verbs show up on turfs, graphic stretching ignores map setting making it impossible to see screen edges, keybinds don't send inputs, movement animations fail to play, game is literally unplayable.
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Webclient blows yea, needs work. There is an EXE option tho, if it's original ofc :P
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There's no way to actually get an exe code though, there's no button to apply for one, and nobody to contact for it. Even Lummox either doesn't care, or doesn't know how to issue them, maybe both. I have one for Boxo, but only because I got it, basically at random, back when they were first rolling out that feature and wanted to test it, back when the exe system was about as functional as the web client.
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Falacy wrote:
http://www.byond.com/support/ ? Yea o-o, if you're still banned. If not I'd suggest messaging lummox directly. |
Falacy wrote:
Moral of the story! Use Unity =P Should wait until 512 hits, all kinds of new things :D |