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Message 121–130 sur 143

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# 121

par

obi-

24 jours plus tôt


Oh I see, I had it on minimal, but on huge it does feel like what I'd expect. I would say since new players will be on normal text size, and since you only see it once (until you buy something), the arrow can easily be even more in your face


# 122

par

Firefly

23 jours plus tôt


On phones and tablets the text size is set to 'huge' and you can't change it, so I think we're set for an Android (2D-only) test run. If I later find out that desktop players on 'normal' or 'minimal' still get lost with the arrow, then I'll bring out bigger guns :-)


# 123

par

Firefly

20 jours plus tôt


Updated WebGL version: https://angeldu.st/static/webgl 1.) Game world drawing and updating are another ~10% faster; roughly at the limit of what I can do within the current engine architecture. 2.) Photon mimics are now visible on the world map. They have the color of the block at the time of map creation and do not update interactively. Testing on this version is much appreciated as it once more totally changes a lot of core engine components.


# 124

par

Loki The Witful

20 jours plus tôt


The time of loading chunks seem fast I have not timed it yet lol On another hand I did notice that none of the plants are blending their colors to the block under them now in the webGL, I know this was a thing in the old webGL, I checked some old videos I had to confirm. Images of no color blending on plants https://imgur.com/a/73rwRFX Making the photon mimics now be the same color of the first block they are set to when the chunk loads is ummm… I am not sure how I feel about it, for I was using how they worked before as a feature, they used to not exist on the map so I was making some illusions with the map and now that is all trashed, sure it is now possible to make animations on the map with them if you just refresh it after they change, kinda like how obi suggested it. I just don’t know I am guess I am just venting my frustration I will look into seeing if I can fix my stuff using the regular mimics and some other tricks I know. Update: I did some playing around and it will be not easy I found a way to kinda fix it using photon mimics and regular mimics, it will not work everywhere but it will do the main job of getting it all back on track, as long as the mimics do not change how they show on maps. I see about posting some references images on what I am working with without giving out my whole build.


# 125

par

Firefly

20 jours plus tôt


@Loki The Witful: Great catch! The flowers/grass not copying the color from the block they're on is definitely a bug introduced by one of the recent updates. It'll be fixed in the next one. And I understand your frustration about the photon mimics now showing up on the world map. I vaguely recall the build you're talking about and I know this change totally butchers your concept. But I hope we make the map better for 99% of all other cases. Forgive me! :D


# 126

par

Loki The Witful

20 jours plus tôt


No worry’s the new photon mimics are really cool and can lead to amazing new builds, I just have to make some changes to my build, but in all I am very happy about the new photon mimics, all the power I hold now is great!!


# 127

par

Loki The Witful

18 jours plus tôt


Just sharing the solution how I plan on fixing my build, take a small bit of work but can be done. Image and description https://imgur.com/a/MVR0gZC


# 128

par

Firefly

14 jours plus tôt


Updated WebGL version: https://angeldu.st/static/webgl This fixes the grass/plant color blending as well as a GIANT, MASSIVE, INSANE rendering bug that I will tell you all about on the livestream. Testing on this version is very much appreciated as I intend to roll this out to all platforms soon.


# 129

par

Loki The Witful

14 jours plus tôt


Okay I look forward to testing it 🤓


# 130

par

hwm1030

14 jours plus tôt


testing on new WebGL ... REALLY frustrating that pop-ups (new creature discoveries, etc) hide the compass, I ought to know which way inland is... always. how about Screen Shots get sent tho the Browser as an image... stored in Downloads folder opening the map reveals the single threadedness while it renders the map... ugh I think these UI things are way more important then block color blending... just me I guess. put the map up all the time in a (configurable) corner


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