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Markus

Developer
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Everything posted by Markus

  1. Thank you for sending the logfile. We'll have a look at it as soon as we can and answer you back. Thanks for your patience
  2. We have to check what is the problem with printed batteries. I have read from several people that they have problems with it, but on the other hand others seem to make it work We need to inspect it. Thanks for sharing.
  3. We really have to make sure that the initial state when launching in simulation/game/sumo is exactly what you expect from the editor. Thank you for sharing. We have to check all those parts
  4. Good ideas. I have no better idea than using the altitude sensor, but depending on the planet, unfortunately that won't work We have to adjust and make the altimeter more useful, so that you can target the height of the container (I hope this comes soon ) This makes dropping resource easier (and with a "resource tank empty" signal, you could automatically remove those carriers). Ideally, we'd have a location above the container which you can detect with the Direction sensor, as well as allow the Distance sensor to detect resources. I really want that it's possible to automate resource gathering (and eventually every mission we implement).
  5. Interesting. This is something we did not forsee, as we focused on 16:9 and keeping it small enough for twitter. So far what we do, is use https://ezgif.com/optimize and throw our gifs in there to compress them to smaller than 8MB. I'm not sure, maybe we can add a setting someday in the option to set the compression (<8MB (Discord), <14MB (Twitter)) and aspect ratio. Good suggestion.
  6. Thanks for posting. I agree that we have to improve the user experience with how input fields operate (in general) I can't say when we can work on it, but we have it on our list for things we would like to fix
  7. Are we Turing complete? I have not enough experience or knowledge to answer that I agree with Eldrad that our intend to make things complicated is not to make you spend more time on things We want to provide you with exhaustive possibilities, but ultimately we want you to be able to do what you want as fast as possible. We use the logic-parts system (physically) because it makes it easier for total beginners to visualize and use these parts, because the restriction is fun and gives a certain charm and is unique to Nimbatus. Maybe we add a expert/free construction mode someday, where you are can use logic without added bulk, or maybe even use LUA or other forms of scripting. There's nothing planned for that yet, just thoughts We have a lot of things to fix and balance until we're able to tackle that But keep the discussion going. Helps us in the long run
  8. Interesting discussion. As a disclaimer: For a long time the planets in Nimbatus were made in the way that we saved the "progress" or destruction and whenever you came back, everything was as before. When we decided on a more mission-focused gameplay, it became clear to us that saving progress came with too many drawbacks which could be exploited (like spamming simple drones over and over again until you solve it). When resetting everything, you have to be clever and construct for exactly solving the mission (eventually, when we have more diverse and harder missions). Imagine a random mission like destoying or collecting, and all you have to do is destroy one object, die, and then destroy another object, die, .... over and over until you solved the mission. With everything resetting, we think the game is more challenging and fun. It also prevents the player form creating/reaching a unsolvable situation. We could add a reset-manually function, but then this could be exploited as well Yes, the current system can be exploited for harvesting resources. We thought about using saving just for resources, but we're not sure if that's good, because what would be the logic of why resources save and the other destroyed terrain not? So for the time being we stick to the not-saving-planet-progress and reset everything. (even though is it technically possible to do otherwise, as is was in the game before )
  9. Lovely! Looking forward to the Walker Competition results
  10. You made something pretty complicated there so I can't go too deep into it and understand it. Why it jumps at the beginning: You have mapped "Y", "U" and "I" to the jump-thrusters. You have Trigger Impulses, which activate said keys (after a delay), when Arrow-Keys are pressed. Arrow-Keys are detected by sensors, which should not active in the beginning - but: You have XNOR gates which active arrow-keys, if certain other arrow keys are not turned on (which is the case at the start -> no distance sensor detects something). This means right from the start you have a jump-thruster loading and then soon charging forward because of your trigger-impulse, XNOR setup. On another note: You mapped all jump-thrusters which head up and down to "Y", but I think one set of those should be mapped to "T". "T" is not mapped to any thrusters if I got that correctly. I suggest you describe what you want to achieve with your drone and then we can brainstorm how we can help you. This is easier than understanding your logic without context. Also maybe we can find a simpler solution. For sharing here, you don't need to upload your drone to the workshop. You can also export the drone to a *.drn file and then upload here on the forum. So far I think the game logic behaves as intended, if I haven't missed anything.
  11. Maybe it would also be helpful to have a sorting mode like "newest" or "alphabetically"
  12. We also thought about a LUA implementation to script your drones. Available for the experts who like to use them additionally. But so far it's only ideas and no concrete plans
  13. Unfortunately this is something outside our abilities and a limitation on how Steam handles their Users/API. I think you can only get the username of another player if you are in somehow the same "region", whatever that means in Steam-terms I think you must be Friends, own the same game or be part of the same leaderboard, I don't know the exact details myself. @Micha knows about it In conclusion: We can't do anything about it (and this is the case for everyone, not just you), but the names should start to be displayed after a while or certain event, which I'm not sure exactly what it is I hope this is enough information for the time being. If Micha has more technical details, maybe he can share it with you
  14. Awesome design! I would love to see such drone fight all it's way to the top spot
  15. Yes this is quite possible. Other people have reported exactly the same planet. We're sorry that this happened and I hope you can still continue to explore the universe without completing this planet. We have to work on a fix for such missions. I hope we can fix it and release a patch for this as soon as possible, thank you for posting and thank you for your patience
  16. @MüslikuchenI'm not in the position to make this decision on the spot. This is something we have to decide in the team This goes for everything I say here, even if I sometimes say we absolutely need this I'm only one of 5 members
  17. Hmm, yes, our idea was indeed that we wanted the player to encourage to build/adapt the drone design. If it does not enough, we have to make the effect stronger Otherwise, yes. you always have to destroy the transmitter again if you restart the mission. You might just "relaunch" a drone, but the planet will be reset every time as well, with that the transmitter and the effect with it Maybe in the future we'll have a more sandbox version/mode where you can setup/configure such things to your liking
  18. Some people at the steamforums suggested the same, I'll add the following to the discussion: Add a Toggle which decides what is 100%. Settings: Radius, Container, Nimbatus, Drone Brain Add a relative Altimeter, which measures not the distance from the center of the planet, but a raycast to the surface as a guide.
  19. Those were funny, but for that specific use-case almost useless and annoying. Maybe we can re-purpose those for something more interesting, but we have no plans yet thanks for the suggestion!
  20. @Lurkily There are a lot more stupid and idiotic stuff you could to than making drones with legs. So... keep going forward... with that A Racing Mode is something we have announced during the Kickstart as a stretchgoal We'll soon publish a roadmap about the coming updates.
  21. Interesting. Not sure if that maybe is something which is better suited for a separate part, if you care more about distance than springyness.
  22. Haha, no worries Whatever thing we'll implement to help people dig really deep into logic, we'll make sure that everyone can build stuff at least how easily you can build now (which isn't easy to begin with ). I hope we can make it more easy. Have to improve in two directions
  23. I think this is possible with the system we already have internally, but I'm not 100% sure, don't count on it The next upgrades we add to the game might have this behavior. But we haven't decided on any yet
  24. Hehe, nice touch We have thought about that as well Who knows, maybe someday, someday... (or not, depends on how much time we have to spend on polishing visuals )
  25. Maybe we have to add a "Nokia 3210" Part. Its feature: Unbreakable.
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