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Posts posted by Micha
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Please send me the savefile to support@strayfawnstudio.com and I'll check it out.
You find the saves here:
C:\Users\[username]\AppData\LocalLow\Nimbatus\Nimbatus\Saves
AppData is a hidden folder, so you'll have to change some settings in the windows explorer to be able to see it.
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If you back the $14 tier you will get the steam key as soon as we start early access in Q2 2018.
During early access you can still give us feedback and vote on new features. It's like an alpha but with more people
To get alpha access earlier you need to get the Engine Mechanic tier.
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Can't see an obvious log file.
What would it be called?
It would be called Player.log
Mhh not good in this case it could not even start, maybe an anti virus software is not allowing the game to launch.
Another way to analyze the error is to have a look into the windows event viewer, if there is an error related to the start of Nimbatus ( https://www.digitalmastersmag.com/magazine/tip-of-the-day-how-to-find-crash-logs-on-windows-8/ )
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It's there.
Can you check if you have a logfile in the Nimbatus Data folder? Maybe this may help find the cause of the problem.
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Would love the peacock tail
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Hmm hard to say what the problem is.
Someone else had the problem that windows did not extract the UnityPlayer.dll.
Can you make sure you have a UnityPlayer.dll next to the executable?
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Beat the Ball of Steel sumo fair and square! Can't wait to see if other sumo's are added, or maybe even the ability to fight other players' sumos
There are 3 other sumos in the game. And we are working on drone sharing now
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Make sure you have directX 9.0c or higher installed. Also try updating your graphics card drivers. Do you get any error, or does it just not start?
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What windows are you running?
On the website there is also a 32Bit demo to download, in case you use an older windows version.
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Try pressing F7 or ESC
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How about land vehicles? Do these rovers count as proof of concept?
Wow nice rover
Planets with much higher gravity and some fancy wheel parts would sure be fun..
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My problem with those impulse gates for laser sweeps is that they don't seem consistent. Over time an impulse gate and a not gate set to sweep a hinge back and forth will start edging a little more and a little more out of alignment until they're trying to collide with my own ship. I can't find a way to fix this without implementing a gravity sensor past the hinge, and those things are ugly and huge and limit the number of lasers I can fit.This is a pic of my AutoDriller before the logic setup has been tucked away. (it's easier for me to build when I can see how the the logic components relate).
What I love about this drone is that it's stabilized for easy combat and most importantly the logic setup. The motored hinges are set to sweep back and forth with an impulse timer, but I finally figured out how to shut the whole system off using two parallel setups of Switch > And Gate > If Gate.
Yes the motorized hinges are not precise enough yet. I've added it to our buglist
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We have several ideas related to the zoom level, one is a special drone part that can be activated and the camera will automatically focus this part. Using multiple strategically placed parts the camera will adjust the zoom level and show all of them on screen. This would also allow to switch the camera between multiple sub-drones that would be too far away to control otherwise. Or even auto focus if a sensor detects an enemy, and so on
I agree on the distance sensor and also on the too narrow spawn place under the nimbatus. I'll make the behaviour dynamic so the Nimbatus hovers higher above the ground when using a large drone, so it will always fit between the ship and the planet.
The structural rigidity is another discussion. There are also multiple ways to solve this. I think we will start experimenting with this during the alpha phase
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This is because your drone is physically instable. Try attaching fewer parts to one single part. Make sure the distance between the parts is not too high. Also use normal grey blocks as "hubs" where you attach the other lighter parts.
Hope this helps!
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Then it's bugged for sure! Sorry!
I'll look into it.
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We are not sure yet. Kickstarter does not support other payment methods.
Maybe we will open up a paypal account for backers that don't have a creditcard. We will discuss this with the team.
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Ok noted >.< We are currently reworking some of the spawn code. Good time to fix this.
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I totally agree. We will add an auto save feature and improve the stability for the alpha.
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Crazy! There was not enough space for all enemies >.<
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Thanks for the report.
About the decoupling of fuel and energy: A possible solution could be that fuel tanks and batteries have a limited diameter they affect. So you could not just dump a huge storage and fly around forever
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Thanks for the report. Will be fixed in the next update
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Ok strange, thanks for reporting
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True, flipping should be easy to add
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The game will sure be more challenging in the future, currently it's more a mechanics demo to show you what the game is about.
There is not yet much to do on the different planets, but we have alot planned
How to handle floppiness
in Discussion & Feedback
Posted
I had an earlier build where you could freely connect all parts with each other.
It made the drones more stable, however it introduced a pretty decent hidden cost.
Each connection adds a new joint for the physics engine to calculate. So this increases the amount of joints exponentially and therefore has a huge performance impact for a small stability gain.
I'm currently more in the favor of adding some parts that allow you to close an open circle or increase the stability at specific points.
Maybe a magnet part could help connect some independed parts.