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Lurkily

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About Lurkily

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  1. Cool Nimbatus GIFs

    Exit to the main menu before closing the game out; I think that's the only time it saves at this alpha stage. I worked on pistons a bit, too, but for a different use; I wanted to make it as part of a walker. Limited success. Changes to the impulse block are supposed to be considered, which will make sequencing and thus complex behavior like walkers easier. The closest I got to a tread was a giant ring, using the drone brain and some mass blocks as an internal weight to roll the entire craft, interlacing some blocks so that an unconnected segment held together. You might try something with springs captured in angle blocks, but your tread will be very heavy and I think any tread will be prone to stretching and slipping off its drive gear. Also, treads can be broken, so chains of parts may not be the most robust build for them. I think i'd prefer to have 'tread blocks' that, like motorized hinges, have controls to rotate forward and backwards, and are linked as a group. Draw a line stretched between all tread blocks in this group that provide a CW or CCW force. Dealer's choice as to how much work the devs want to put in making sure the treat can't be penetrated - I'd be happy putting some mass blocks (give us some lightweight mass blocks?) behind the tread to make sure stuff doesn't pass through, but if it can resist terrain and enemies passing through it, that'd be nice, too.
  2. Tutorial Confusion

    I think you may have meant to post in the Niche subforum. This is the bugs forum for Nimbatus.
  3. Cool Nimbatus GIFs

    That's an interesting way to form a circle . . . the pulsation mystifies me. That's some janky physics. Nice. I'll have to see what I can do about treadlike things with captive springs - I suspect they'll slip between other blocks under tension, though.
  4. a vary bad idea

    The KS said that beta access looked like Q2 2018, if I recall, so look for it around March-May. but also keep in mind that man plans, and God laughs.
  5. I'd be fascinated to see paired parts - sensors that detect each other's distance or range. I want very badly to create a drone with independently maneuvering weapon pods that move in formation with your ship. And paired parts would make it possible; Gradius-style 'options' that move in formation with your ship and supply firepower. If I could pair a directional sensor to a drone part (such as the drone brain) and if I had a 'range' sensor that could produce an output if further away, or closer than a certain value (with a sensitivity setting, like the directional sensor), then I could logically instruct a drone to maintain a certain distance from the main body, at a certain angle. I could make snakelike ships that aren't subject to the physics of hinges, but with each segment following the next segment in series. My last project is a drone that connects its parts by magnets - but when a toggle is hit, breaks up, reconfigures itself, and re-attaches its parts for a new firing profile. You could have ship parts manuever to different angles and re-attach themselves to fire at different angles. Line up lasers to fire a straight super-beam, or re-attach them to angled parts to create a digging laser array. I want to create Voltron! Or something like that.
  6. I agree with you that making simple things that can be built into more complex things is usually a cleaner solution. There are some very limited circumstances that I can't replicate even with those tools, which is why I tried to think of something else. Let me provide an example. I want a drone with sensors fixed to the body to direct the weapons. It if senses an enemy above, I want it to turn all guns straight up, without necessarily knowing their initial rotation, and without having to put entire gravity sensors (which don't respect the ship's orientation) on a hinge. It's a limited case, but it's part of what I considered. Without pre-set 'move to' angles or having an angle output of some kind from the hinge, I don't think it's possible. The reason I bring it up is because I feel like, with the logic I see in the game, it's something that SHOULD be possible. I don't know how to enable it with simplicity, though.
  7. I've been wanting hinges that can follow complex sequences. Like a leg with digitigrade or plantigrade joints, which needs specific sequencing to work properly. Merely timing things doesn't work yet, because I can't offset the start of an impulse block, and impulse blocks aren't very discriminate. (an easy way to make a delayed sequence, like on keypress, wait a defined period of time, then output another keypress for a defined period of time, and do not repeat, would help. A modification of impulse would suit this need, and impulse could still act in its current manner if its output was its input.) Here's what I propose. A programmable hinge would have a specific angle of rotation. Activating it would rotate it in a player-defined direction (CW or CCW) at a player-defined speed, and stop when it reached that angle. A programmable hinge would be capable of storing several of these settings. (Two would suffice for most things, but three would allow quite complex behavior. I'd prefer three, or even a 'plus' button to add as many settings as you need. Thus, you could have a door that flew open quickly to a certain angle to allow your TNT missiles to be fired. Then upon closing, to minimize collision with the drone and damage to the frame, one keypress could rotate the doors to an almost-closed position quickly, and the same keypress could rotate them fully closed, but at a slower speed, to safely closed missile hatches. Legs could be easily synchronized to angle the legs to compress the stance, then angle forward, then extend flat. each of these very complicated phases of walking could be packed into three keypresses for the entire sequence.
  8. I'd prefer a galaxy-based unlock system. Provide some parts as rewards for completing planets, as guns are now. Have some stations provide intel on where to find certain parts. Distribute those parts to certain regions of the map, according to what technology type they are - engines in the east, weapons in the west, etc. Have a number of research stations specializing in engine tech, weapon tech, etc etc that can upgrade those parts, as weapons are upgraded now. Thus, based on what parts of the galaxy you get to, you may have a ship that is very nimble, with very good weapons, or with other advantages. Upgrading weapons should require money and a second set of resources that you get by recycling rare and epic weapons. Getting different types of upgrades (range, extra shots,) can require different combinations of these, so that the player can't just load up on the perfect upgrades - they'll have to use some sub-optimal upgrades until they get enough of the specific resource that their favorite upgrades use most heavily. Drone construction should have some computational cost. Perhaps a brain upgrade can increase your capacity for drone construction - a very expensive, but a permanent upgrade. I'd also like to see separate upgrades for the capacity to handle more weapons, more logic blocks, and more fuel/energy reserves. Off the top of my head, that's what I feel like I'd like to see in the economy.
  9. a vary bad idea

    Alpha access was a Kickstarter reward, so it's not likely there'll be more alpha access until early access on Steam opens up. A lot of these seem pretty obvious, so I'll focus on what isn't obvious. I second the idea of spaceships. Let us design our drone manufactory, and give us deep-space challenges - asteroid fields to maneuver and dig through, some enemy gauntlets to run, maybe have to design a drone that can handle an orbital solution, and have parts for refueling the drone from the player-designed Nimbatus, or for orbital fire support. Mirror mode is planned. I think you mean a mechanical hinge that can be rotated to a specific angle? I'd like to see that, too, but making it possible with simple logic parts is something I'm still working on right now. I'll have a post shortly about that, once I'm done thinking.
  10. I like the shake test. Just shift the brain back and forth along an axis the player can alter. Give the player to change the frequency of the vector change, speed of motion, and whether it's back-and-forth on a player-defined axis, or twisting left and right.
  11. Planet Names

    Honestly, I haven't paid attention. They can't be too bad if I haven't noticed them at all.. I don't mean to pan them; I just don't pay a lot of mind to lore in most cases, so they just blend in.
  12. Assign Key

    AND gate; if 1 + 2, output 3. 3 should be the firing key. If I'm understanding you, you'd prefer to do away with logic blocks, and handle the logic in some other interface? I do kind of like the idea that damage to your drone can break its logic, though.
  13. Altitude sensor?

    Functional, but not adjustable, and definitely too short at max range, and dependent on terrain. I'm looking for 'distance from the center of gravity.' My plan is to have a very high-speed orbiter that adjusts its forward speed to maintain an orbit, instead of upward thrust. Increase desired altitude if you detect land below, and decrease it very slowly over time. It's not currently possible since the feedback just doesn't exist.
  14. Several Suggestions

    Interconnections sound nice, but unless you're flying a brick, I feel link it would still wiggle like a bowl of jello. Long narrow ships (Like a giant upright walker I'm trying to build) will still bend, with all connections on a linear plane. We already have a few self-reinforcing physics issues (many structs connected to a hinge, for example) and I worry that multiple interconnections risk exacerbating that. I also just don't like circular interactions being in place. I'd like to see lots of new features and awesome stuff, and while circular physics isn't totally avoidable or necessarily a time sink, there's the potential that it might become a sticky issue, diverting time from other things. I'd like to see other things considered first, though I realize I have zero sway in the dev's planning process. As for a tread, rotation of free hinges seems to 'propagate' from hinge to hinge. One turns, and the whole chain bends. I haven't had success using them as a chain. Regardless, the connections between them will not collide. Spikes of terrain will pass through it. I've had some success with 'wheels' (There's a gif on the forum of a wheeled, wall-climbing rover) but they have their issues, too.)
  15. Personal thoughts on terrain

    Orbits are sketchy. If you have orbits, players are going to want to alter orbits sometimes, drop rocks on enemy structures. It introduces gameplay elements that may be worth it - but you'll want to make a plan for everything that might be done with it before you start, just so you know whether or not it's worth beginning. Honestly, you'd have to increase scale a lot before I can see orbiting bodies being terribly interesting.
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