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Markus

Developer
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Everything posted by Markus

  1. Perfect, thank you for the video! I'll debug the spawn code and see what the bug might be. Very helpful!
  2. I'm not 100% certain, but most likely it's because the point from where the enemy shoots in inside the collider of the terrain. You can see that with the turrets in the video. If an object is spawned inside a collider, the physics engine does not detect a collision. Therefore the bullets is able to freely travel through terrain. Sometimes this also happens to other objects like scrap parts, which gets accidentally spawned inside the terrain (which then freely floats around). This is a technical limitation of the physics engine. I assume it does that to improve performance. I'm not sure how much we can do against that. We could try to make sure bullet-spawn-points don't move inside colliders/terrain, but that's tricky with turrets, because they can rotate freely and are already close to terrain. We have to check if there's a solution which does not cost a lot of performance. Thank you very much for sharing the video. Helps a lot debugging the reason for such bugs!
  3. Good point @pyz3n. Sometimes you just want to play around. But there are some actual use cases: - For lasers there's an attracting upgrade. This can be used to pull objects towards you. Sometimes it's good if you don't damage the objects, for example if they give resource. (there's also a pushing variant) - There are objects you have to cool down and collect. If you want to use cryo ammunition to cool down objects, it's better when the weapons don't deal damage, because you might destroy the object (cryo tank mission).
  4. Very nice drone design. Clever! Thank you very much for sharing!
  5. A very popular suggestion I link to two threads who have the same request. Not sure what the final solution would be, but we have the issue on our radar
  6. Do you mean the game settings which have resolution and audio settings? If yes, we already have it in our pipeline to have it accessible during gameplay (and also editor, if that's a request)
  7. Interesting. I can see the use-case of this, thank you for suggesting. We discussed this a while back and there was a bit of a technical issue we had so it wasn't easily implemented. I put it on our list so we will evaluate it again later in the future. We'll keep you up to date
  8. Good point. I agree that it is awkward to use, so I can see the chance to improve the attractiveness of it for more people. The inverted inputs/outputs is a great idea, but I hope we can find an altogether even better version of logic implementation Not the focus currently, but definitely something we have in mind further down the road. Sumo and automation is still my favorite part of the game, so it's close to my heart But for the time we have to focus on other things.
  9. I see what you mean. We don't exclude logic parts for any captain, it's just that for some captains it's a more viable option than for others. According to our data, part-automation or even full-automation is something a lot of player struggle with, except the hardcore players and experts like you So we can provide a fun experience for a lot of players with a certain amount of captains, and for the rest who wants more challenge and focus on automation, they have other captains which make that aspect more interesting. As I said before, we're not there yet We were thinking of node-based visual programming for example to make logic more approachable and powerful, but haven't decided what the final route would be. I think you can go a long way with the bit-logic we have, even though it's a lot of hassle to make something big and powerful. But on the other hand, if it would be "simply programming" then it would be too easy for experts and might put off beginners. Automated missions will very likely come in the future when we add more content.
  10. Yes. The campaign mode is currently in a state, that straight forward player-control (meaning no automation) is the better way to go, because you can't freely iterate without cost. Also it is still not possible to fully automate everything, because you don't have the necessary sensors yet. What we ultimately want to include is a captain where you can't press any keys, so you have to fully automate everything. To help you with that, you probably wouldn't have to worry about deploy cost or threat increase in any way. But before we can include that captain, we have to implement all the needed sensors for you to actually really be able to solve the missions properly. It would be interesting to have missions which block your input and you have to automate things, but we haven't implemented any yet. We haven't decided how we will handle progression in the creative mode yet.
  11. This is already fixed in 0.7.1. You can still find fuel tanks in shops, but that will only be fixed in 0.7.2, sorry We have a new thread system in 0.7.1 and with that new mechanics which stops you from exploiting re-harvesting planets infinitely. I hope the new build works better What is your opinion about the creative (sandbox) mode?
  12. Thank you for the feedback. It takes some time to digest through it, so I will answer at a later time. But a question before hand: Isn't the creative mode like the "old" gameplay? I mean it does not have the sumo and racing tracks, but otherwise it should be roughly the same? So the campaign (or survival or whatever we would call it in the end) would be just an alternative mode to the one we already had. And the creative mode now has more settings which allow you to customize the experience. Do you miss some features in the creative mode compared to the "old gameplay"?
  13. Thank you @corona_wind for posting these gifs. Very cool constructions! We intentionally don't show the players constructions in racing, so whenever somebody is sharing their constructions, we're double happy Keep 'em coming, and congrats to steadily improving your own best times!
  14. Markus

    Test drive

    This sounds strange, hmm. Can you make a GIF and upload it here? You can use [F9] to make a gif of the last 6 secons of gameplay. The gif can be found in the folder where the nimbatus.exe is in the sub-folder "Nimbatus_Screenshots". You can locate the nimbatuse.exe via the steam client Right Click the game in your steam library > select properties > Local Files Tab > Browse Local Files...
  15. Wheels is something which we promised in our Kickstarter strechgoals, so it will definitely come in the future. What do you mean with free floating bearings? Can you explain that or link to an image which shows the concept?
  16. Hi @SAibot. Do you mean writing a review on Steam for Nimbatus? If you own Nimbatus on Steam (and are logged in) you can follow the link here and you should be able to write a review.
  17. In which version? can you make a small gif of the bug? Thank you for helping
  18. Cool, it seems uploading gifs work again. Thanks for always posting. Very cool stuff
  19. So far Kinetic ammunition deals "normal" damage, and all the elemental ammunition deal a x-factor of that, x being smaller than 1 (because they have other advantages than just dealing damage). So I would like to make the bio ammunition more useful with abilities instead of damage I was thinking of maybe doing damage over time for organic enemies, but maybe no damage dealing towards mechanical enemies? No plans yet, just posting ideas
  20. We try not to communicate release dates early on as a company policy, I'm very sorry So no fixed date for that yet.
  21. We fixed the bug. The bugfix will be included in the next update Thanks for posting.
  22. Interesting suggestions. So you want the weapon more to be used for certain missions. That means the weapon is still not very useful in normal combat? Would that be enough for you? I'm wondering if we can improve the general usefulness of that ammunition type.
  23. I know about FPGA, so I guess PAL, GAL is just an earlier version/variant of it? We discussed once that we could have a block which would allow you to write scripts (for example in LUA) and then execute those. Maybe your have 8 inputs, some LUA code and 8 outputs. This would somehow work like the FPGA you mentioned? But I'm not certain if we go that deep with programming. A truth table would be interesting for a wide array of problems, but not sure how much deeper we should go Maybe we will rework the logic in the future, adding something akin to node-based programming. But nothing is decided on that end yet
  24. Thank you for the suggestion @Skynova! I'm not familiar with the term PAL or GAL. But if it's something similar to Truth tables then I think some players already requested it I think they would not that hard to implement, but we have to check when we have resources for adding new logic parts. I hope you like the game so far. Thank you for posting here
  25. Hmm, I tried to reproduce the bug in the latest version (0.7.0), but I could not find this behavior In which version do you have this problem? Are you sure it's gravity and not the known "slight asymmetry in parts" problem mentioned in this thread? If you launch an empty drone, does it slowly hover downwards?
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