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Vaughn “Drathy” RoykoKeymaster
Just some new clay items, clay jugs, walls and floors.
Vaughn “Drathy” RoykoKeymasterI prefer new #3, if any change is made.
Vaughn “Drathy” RoykoKeymasterThe red eyed ghosts are essentially the hardest monster in the game. You need to be in the 80%’s (I think) of either archery/tactics before you can even manage to do 1 damage to them. Archery is definitely the best route to go, since you don’t want to get hit by them.
Vaughn “Drathy” RoykoKeymasterw00t!
Vaughn “Drathy” RoykoKeymasterUnfortunately, without a huge amount of re-tooling, mobile stuff probably isn’t going to happen with 2.0, at least not right away – our focus is the desktop players just based on majority. It’s not optimized yet of course, but we are looking at 200MB of VRAM, and 150,000k of normal RAM, but those are constant no matter what zoom level you are in, it renders the same way regardless of zoom level. We could probably get the VRAM way lower if we chunk-up some of the rendering though, as I said, it’s not optimized.
What VRAM should we be shooting for, for “newer” mobile platforms? I can’t seem to find any good info on it.
We aren’t using a library currently. It appears as though Pixi.js didn’t allow us the freedom and capabilities we needed for many of the improvements in 2.0. Are you familiar with WebGL at all? Would love for you to check out 2.0 if you could help.
- This reply was modified 9 years, 9 months ago by Vaughn "Drathy" Royko.
Vaughn “Drathy” RoykoKeymasterNice, I still have to try out the original!
Vaughn “Drathy” RoykoKeymasterI haven’t gotten the solar still yet, I’ve been busy trying to figure it out w/out cheating but have denuded a sizable number of trees nearby by home base.
Vaughn “Drathy” RoykoKeymasterGo for it!
Vaughn “Drathy” RoykoKeymasterI agree about the loading – as long as it shows progress visually, there isn’t much of an issue. I am more worried about the unresponsive browser warning that seems to pop up on slower computers/devices and older browsers.
Here is my findings with IndexedDB: http://vaughnroyko.com/offline-storage-indexeddb-and-the-onbeforeunloadunload-problem/
Vaughn “Drathy” RoykoKeymasterCool! You’ve kind of caught us in the midst of a big overhaul. As this is shifting to a commercial project, our development is under a private repo. I’ll make sure to contact you once we have something a bit more flushed out.
Vaughn “Drathy” RoykoKeymasterThere’s a few that I can think of that almost fit the bill, but I believe you are correct.
We do have plans to develop stand-alone applications across all platforms (iOS/Android/etc.). We don’t have any plans for segmenting or breaking up the code base for distinct versions however. Each will function and play the exact same (minus UI tweaks), load the same mods, use the same save data, etc.
For the upcoming beta 2.0 release, the entire game is essentially being rebuilt. Our focus at this moment though is the Steam platform.
Vaughn “Drathy” RoykoKeymasterVery cool. In developing 2.0 we are looking at addressing loading by adding a proper loading interface and using webWorkers to ease some of the unresponsiveness of generation. Unfortunately indexedDB does not have a synchronous API making save on close functionality fail or corrupt data. Let me know if you have ideas on a way around that.
Vaughn “Drathy” RoykoKeymasterIt’s all good!
Vaughn “Drathy” RoykoKeymaster1. They are the varying degrees of a monster’s health, displayed when right clicking them. Some of the descriptions are more generic due to lack of Anatomy skill.
2. That is used when you try to hit a Fire Elemental with a torch.
Vaughn “Drathy” RoykoKeymasterHmm, it should work. It’s basically a way to run console commands without the console (for downloaded version). Try:
itemGet({type:"bone"});
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