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Markus

Developer
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Everything posted by Markus

  1. Thank you for sharing your idea. I'm not sure if I completely understand what you mean. Do you want a sensor which can output a signal if enemies are in a certain direction/distance from you? Or is it more like the minimap which shows enemies? Sorry for not understanding
  2. Good suggestions. Some things we might keep for later for boss encounters, but there are some interesting bits in here. I really like the moody merchant Thank you for sharing!
  3. You are right We're thinking about how we should handle bio weapons in the future. Do you have any suggestions of how we should change them?
  4. Are you sure you can ? I can't reproduce this, I'm sorry. From our side it's not intended that you are able to go back a galaxy in the campaign mode
  5. Woops, this might be the case because of the new update, where we reworked some stuff. We'll check and fix it as soon as we can and update the preview build! Thanks for posting!
  6. What do you mean? Is uploading not working anymore? can you provide a screenshot? I hope we can help as soon as possible. I want to see your gifs
  7. Thank you. I put it on our ToDo list. Makes sense to me. Thanks for noticing and posting
  8. Thanks for noticing. We have to check which makes most sense, but DangerZone oder Enemy sounds like a good suggestion. Thank you very much
  9. Ah, thank you, very good to know! I'll forward it @Micha.
  10. String names are currently not parsed, meaning, you can freely enter "/" or "\". If we would use those signs for a folder structure, I would assume that we would handle those two characters the same way. I would not be the one who would implement such a feature, so I can't say much about technical details/implementations. Also remember, that I don't promise that we will implement such a feature. Just saying that it's one of the things we think would be valuable but we might not have time to actually implement
  11. Hi everyone! We're giving away 5 Steam keys for Nimbatus during the Steam Summer Sale Leave a comment here in order to join the raffle. The deadline to join is Sunday, 14th of July. Winners will be drawn on Monday 15th of July. Best of luck to you!
  12. Hi everyone! Starting now and up until 17:00 CEST today on every full hour we will be dropping 2 free Steam keys in the chat of our stream on the Steam page. First come first serve. I hope you can grab one There will be more give aways during the Summer Sale. We will keep you up to date https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ (There's also a 25% discount during the summer sale)
  13. Yes, I'm very sorry. The Tutorials are not that beginner friendly at the moment. We plan to rework the tutorials in the future, but for the time being that's what we have Looking videos definitely help getting a feel for how you can build a good drone and then slowly work from there. We still have quite some work to do Also, we're re-working the main gameplay mode, so there's a big change coming up soon ^^
  14. Yes, the forward slash is allowed. Could be a way to implement folders But ideally we would have a folder structure similar to windows explorer/OSX Finder so it's also easily understood by less tech-savvy people.
  15. We have thought about adding such a feature, but for the time being we focus on gameplay improvements. If we improve the editor/drone selection again, such a feature would be very welcome from our side as well Can't promise anything though
  16. You mean like adding tags (E.g. SUMO, FIGHTER, COLLECTOR, PLANET_DESTROYER) or folders in which you can save your drones (and then you have folders for each type of drones you build)?
  17. An alternative way to solve the Relic mission, for example if you don't have burning weapons. Might come in handy in the future... nimbatus_fireball_short.mp4
  18. Ah, sorry, it seems I misunderstood. @corona_wind is correct. If you want to have the behavior: "if you press a button, it keeps pressed no matter what", then there are already a few ways to do that. What I thought was: Whatever the logic is, after all logic is evaluated and executed, there's a set of parts which can override all that stuff. That's probably needed because the execution order is not really clear or fixed. But if nobody explicitly wished for it, maybe it's not all that useful
  19. Sounds like a good solution @Illy. We would have to check if that does not have too big of an performance impact (when you add many of these detectors). If there's no problem there, it sounds like an elegant solution.
  20. Interesting ideas. Can you describe a use-case in which you would use the output for the camera tracker? It would allow for certain things, e.g. automatically trigger things when the tracker gets destroyed which are currently not possible. But I'm not certain how actually useful they are, as the field of view changes back anyhow when the tracker gets destroyed (so there's no reason to do anything specific in that case). I'm wondering what ideas you come up with. About "damage on destroy". We normally don't want to add that to generic parts, as in that case the camera-part can be mis-used as TNT. So if you want to destroy a part or make damage when getting destroyed, you must use TNT.
  21. Interesting. You mean a "If-Block" with highest priority, being able to override all eventual IF and NOT blocks for that key/tag? I think this would be possible to implement, but I'm not 100% certain how easy it is. Can you explain a use-case in which you would use such a part? I assume the part would have two outputs "Final True" and "Final False" as you might want to cancel stuff as well.
  22. Interesting suggestion. I think this would work well (but would require a lot of handiwork from the players), but the UI might get very cluttered when we would add additional output fields for every part. Maybe if we would rework the UI (so that we could have a scrollable panel), more input/output slots (maybe with a toggle) would be possible and less cluttered.
  23. Nice construction! We had some similar threads which got buried over time I link them here so that the don't get lost again and over time a huge easily accessible gif library gets build. Feel free to continue posting here old threads for archive reasons:
  24. Just random guessing, no plans: If we would revamp the logic system in the future and have a node-based system, maybe we could reuse some of that and use visual links to parts for sensors. Imagine a damage detector and you have several links/strings to other parts which it detects the damage from That would probably be the ideal case, but not sure if that is possible in a acceptable timeframe
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