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# 171

par

Loki The Witful

7 jours plus tôt


Somethings I noticed: 1. I love the quick-using a item does not make the hot bar grow or shrink, nice touch. 2. If the north is inland then the green in land arrow will overlay the "N" on the mini map. maybe if north is inland then the green arrow should vanish and the "N" turns green? https://imgur.com/a/north-inland-arrow-over-layed-Zcgnogz 3. I love how we can see the NPCs on the map and mini map makes the world feel more lively, but maybe there should be a way to make it where then can be hidden, mostly for Photon logic. 4. I did have issue where the mini map would not load one chunk, this happen twice, I could fix it by placing a block in the unloaded chunk. Have not found a way to replicate it yet. 5. The map shadows are super cool, I can use them to kinda tell how tall an object is. I did notice that it only uses the top block though, this mean if you just place a block against the sky box it makes the shadow as if you made a block tower from the ground to the sky. https://imgur.com/a/top-block-shadows-JjonrLG 6. The new map color shading is very good I love how it all blends together. I do now have to tweak my build some more now, the color blending is messing up my designs a little bit 🙃 All in all I think this is the right direction an am happy to see this in game. some screenshots. https://imgur.com/a/extra-map-mini-map-images-4UwqDsu


# 172

par

Firefly

7 jours plus tôt


@Loki The Witful: Good points! Let me begin by publicly applauding @obi- and @Hummm for their great work on the minimap. It's only because of them that we can enjoy and discuss this cool feature! 2: The inland arrow overlapping the N is a conscious choice: for (new) players I feel it's more important to know where to go for discoveries than it is to know where 'North' is, which is basically an arbitrary direction. Making the N green takes away the raw, intuitive pointedness of the arrow. I could consider hiding the N, but I feel it's more consistent to keep it as is. 3: I don't have a good solution for selectively hiding NPCs. The most intuitive way I can imagine right now is to hide all NPCs with the default (~ NPC ~) name or so. That doesn't solve the problem for existing builds, and it might affect the first NPC test builds by new players. 4: Your testing is much appreciated! Maybe if we all play long enough in this new version we'll eventually find out when/why sometimes chunks go missing. I'm restructuring a few parts soon to improve interactivity on WebGL so don't hunt too much for specific bugs right now as they might be fixed naturally later. 5: Valid point! I personally love the long shadows, especially for trees, but there are indeed several places in wonders where the shadow is noticeably more chunky than it should be. I want to hear more opinions whether or not these shadows improve things overall or not. 6. I'll be slightly blunt and say that designing a build for a specific style of map rendering is a fool's errand :-) The map look can totally change overnight as it just did. I can not guarantee that this current WebGL look will be the definitive look for all eternity. In all, thanks so much for testing and for your detailed report. I hope more people come in to share their experiences.


# 173

par

Firefly

7 jours plus tôt


Updated WebGL 'new' version: https://angeldu.st/static/webgl-new The minimap and world map now take less CPU time away from the main game rendering, hopefully resulting in smoother gameplay while maps are being drawn. In my super slow testing environment it makes a huge difference in interactivity and playability. I've also fixed a few scenarios where map rendering could stall indefinitely. As always: testing is appreciated!


# 174

par

Loki The Witful

6 jours plus tôt


Cool, I keep testing 🤓


# 175

par

Loki The Witful

6 jours plus tôt


Did some testing and found a bug 🤓 Turns out if you use cinematic mode and go to free flight your hero will become marked on the map / mini map as a new player that is you, and where he is the chunk will stay loaded in when you go far away from them. https://imgur.com/a/nQR4Buh


# 176

par

(GM) SodaMeow

4 jours plus tôt


Loki your issue seems to relate to one I encountered a few days ago. However I did not even use cine mode. I just entered the game for a minute, and if am the "white dot" who is the player? Couldn't find the player when looking up, down, left and right. But the map shows otherwise. https://imgur.com/4gkLMoS I also found "assistana" will move and walk around if you are not looking. You can only see it on the Map ( when they think you are not looking...bruh squid game comes to mind) hehe. This is what I mean: 1. assistana = yellow dot - sitting in there place. https://imgur.com/AfcMin6 2. assistana moving around = having a discussion or meeting https://imgur.com/6ZKNNGi 3. assistana coming to get you - you better leave the village asap. ( does explain players not able to leave the village) heh. https://imgur.com/VP2uBge disclaimer -Take my research with a pinch of salt, am not a game or program expert, nor am I an expert gamer! Hehe!


# 177

par

obi-

4 jours plus tôt


examples of shadows being cut off at chunk borders https://imgur.com/a/NozNqfi https://imgur.com/a/EphuBH6


# 178

par

Firefly

3 jours plus tôt


Updated WebGL 'new' version: https://angeldu.st/static/webgl-new 1.) The fighter hero now sees visual cues for all hostile creatures, including undamaged ones. I call this 'situational awareness'. Feedback on this is much appreciated and this feature might change or disappear in the future. 2.) If you are 'far' away from any creature markers on the minimap, the map now zooms out when you move. Previously the presence of any creature marker would force the map to remain zoomed in. 3.) Maps no longer show a ghost player icon after using the 'free flight' cinematic mode. Thanks to @Loki The Witful for reporting this. 4.) Multiple "ghost chunks" should no longer appear in cinematic mode or otherwise after quickly opening and closing the world map or minimap. One ghost chunk can be visible; it's the chunk that is actively being rendered. 5.) I've very slightly improved map icon rendering performance, but this is likely negligible in practice. As always, continued testing and feedback are welcome!


# 179

par

Loki The Witful

3 jours plus tôt


Sweet!!! I just tested the fighter new power and I say this is a most keep!!! LOVE IT!!! As well I did a quick test and the ghost player is definitely fixed, as for the ghost chunks they seem to be fixed to. Very well done. I will see about getting the map comparisons posted later today. having to get all the chunks loaded for the map is no easy feet 🙃


# 180

par

Loki The Witful

2 jours plus tôt


Did some more testing and found a bug and maybe a bug depending on how you look at it 🙃 https://imgur.com/a/G28vr1F


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