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DreamShark

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Everything posted by DreamShark

  1. The speed sensor determines the fastest part that is interlinked with it (going AWAY from the main drone part) For my experiment I set the Speed limit of both to 53 m/s (copied and pasted for exact numbers) here is the tests I ran: https://imgur.com/gallery/S7aUT See the Order of Operations Test gif (2nd one): Red Sensors: Rotating sensor is linked from thrusters and to nothing else and being on the outside of the rotation it's going the quickest Blue Sensors: Speed sensor is linked only to the main drone and nothing else - which speeds up slowly and activate later (pressing a different key to activatate) Alternatively you can separate pieces with a NOT gate like in the NOT gate Test gif (1st one). --------------------- So the game does have it, just takes some fiddling to get it down.
  2. I think that would be fun! I know they have multiple plans to expand the game (I'm slowly combing through the forums - soaking up what I can), but don't know what specifically. I could see landslides being especially useful obstacle for smaller, more weak drones like the stretch goal for land rovers they got in the KickStarter campaign. Something that comes to mind for easy calculations (as I assume they already know which edges that are on the outside of a planet's mesh since the guns have to be able to hit something and deforms it) - they might be able to easily tell once a shape is separated from the main mass and make it start being affected by gravity, but then there is hit box detection/collision for that object against others. Right now visually they compensated for freestanding objects with the "BG" where deleted mass reveals a dark BG behind it - which alludes to a 3rd dimension we can't access holding onto the pieces (though still doesn't account for procedurally generated floating pieces) At least some more physics/objects in general in addition to your own ideas: asteroid belts orbiting a planet moons falling stars (meteors) - could be part of the stretch goal and work into this idea
  3. That or being able to select multiple parts at once then being able to modify them together. Delete Rotate Attach to the same "Parent Part"
  4. For future updates - could I request that the version number be put in the Demo page? I know Nimbatus has the version number (at work and can't confirm at the moment), but being able to compare it with the Demo website would be helpful. Is there possibly a way to code up the game to check the Nimbatus site for it's more current version, check it against it's own, and have a little Update Banner saying "update here" and link to the website? I know Steam is coming (Q1 / Q2 of 2018) and I kick started the Alpha Access, but I love being up-to-date on the game.
  5. Ooo! I'm excited to heard about the camera options. Just had this idea and thought to search the forum before posting about it. This feature will open up a bunch of possibilities. I'm excited. Does this mean we could have drones with "tower" weapons controlled by mouse when we change camera over there maybe? Some additional ideas might be either a "screen-in-screen" option for seeing other drones' cameras (work main drone while monitoring another) or if there is ever a mini-map - maybe it can detect things like enemies, resources, goals, hazards, etc and mark them on said map. ---------- Good luck on the rigidity issue! I'm honestly a fan of some wobble to encourage strong design, but understand larger structures benefit greatly from improvements on it!
  6. I see it now! even in the original post - unsure why it wasn't loading before. That is some maneuverability it has!! Nice work.
  7. I really like the idea of a guide - keep up to date on things. Especially for any who want to get a better grasp of things as more features come in (I'm sure more tutorials will be made in time as they have a very small one already in the Demo) Love the formatting, organization, and effort you put into this. I dunno if a forum post (unless it's pinned somewhere?) would be the best ultimate location for such knowledge - I saw someone made an unofficial Wiki for the Game: http://nimbatus.wikia.com/wiki/Nimbatus_Wiki What are you thoughts on using something like that? (besides the plethora of ads that show up. >_> ) I know this is pre-alpha so EVERYTHING will change - but still having some comprehensive lists together is awesome to think about early on.
  8. Sorry I don't see an image or video of your new creation. :-\
  9. I've not played with the weapons a whole bunch yet as I got something that really suits me near the beginning, and I used it to clear planets fast to I could reach the arms of the galaxy quick (I have a sneaking suspicion that the plants there are randomly more likely to be better - since they're harder to get to) - still testing. The weapon I use is: Mouse controlled All instantly max range (actually go off screen if I point them up/down) Increased digging power - like the ground is almost instantly gone ------ I put about 15 of them on a ship. Slap on some front facing static lasers to clear small pixels of dirt I miss, and some other weapon to hit the big drone colonies, a shield and I'm set. And a satellite for holding all my fuel/batteries so I can go quicker. (I honestly think the remote resource usage that allows for satellites should be removed from the game)
  10. Oh! I also agree with this! Falls in line with something they mentioned in the kickstarter where they like making games that "hold educational value". Because it makes it easier to understand what is doing what. Here are a few other ideas I've had that might help - Custom color picking for the lights? to show relationships Automatic Grouping? like a toggle to draw lines to parts that interact? or auto highlighting the parts that interact with it? (like weapons that activate and other logic parts) - maybe even tab through a logic path? Maybe... a logic to text converter? where your logic is put into a string of code and if it's edited it can display what logic parts are missing, maybe even generate them for you? (might be too technical) A list of used variables (or keys as they are in the demo) would be great to, to know what'd been used, and highlight which ones are using it
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