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Updated WebGL version: https://angeldu.st/static/webgl 1.) Decals ('stickers') on the bottom side of blocks now follow the same rules for rotation as decals on top of blocks. This makes bottom-decal rotation more predictable and consistent. Please check if this messes up any of your builds. 2.) On the inventory screen you can now double click (mouse), double tap (touchscreen) or double press (keyboard) a hotbar slot to select contents using the block picker. It's super fun! 3.) Mimics (regular ones) now show up with their correct height on the world map. If you can help test any of the above features, that'd be much appreciated! Thanks to @obi- for suggesting and helping fix these.
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The hot bar double tap / click is a really good idea, and it might be able to get better, I ran into a new player the other day and they had a really good suggestion, making it where you can take items out of it so the slot is empty. I really liked the idea so I made a note sadly I forgot to put the player name in the note and I forgot there name, I will search my friend list and see if it jogs my memory. Oh and liking the webGL update good work Mr Firefly
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Okay quick bug alert! Looks like the flag pole do not change into the pole type under it, now they change into some sort of cloth pole when a pole is placed under it. Image https://imgur.com/a/3yK0bZ4
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Updated WebGL version: https://angeldu.st/static/webgl The game now draws any world updates as quickly as possible and only starts optimizing the world geometry 3D mesh once everything is visible. This speeds up game world interactivity by a factor three or more. It also carries over to the native apps later. For now, see if WebGL feels faster to previous WebGL when the game world needs to load in, or when it updates while building. I also fixed the 'flagpole is flag' bug.
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Nice work the flag poles are fixed! So I was thinking about user friendly features and I thought of some cool concept ideas on how to do some of them, the idea is mainly for mobile users. For this test I am using the inventory as the point of view https://imgur.com/a/RAVU3d8 I also thought of one furthering the idea by making a sort of walk though using Assistana as the guide https://imgur.com/a/fiJb63L
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Updated WebGL version: https://angeldu.st/static/webgl Oh boy! This is a UI update targeted at new players, coincidentally including features similar to your suggestions, @Loki The Witful: A.) The touchscreen 'inventory grid' menu button in the hotbar now sparks, glows and bounces if the player hasn't visited the shop yet. B.) A huge, boldly animated 'coin arrow' on the inventory screen now points at the shop button if the player hasn't visited the shop yet. This arrow visually bridges the 'coin counter' at the top with the 'coin sink' shop at the bottom of the screen. C.) Shovel/axe/telecharger icons no longer spark, bounce and glow when not in-game to reduce visual clutter. D.) User interface sparks now share a global timer with other animations like text and icon bouncing so everything looks nicer. E.) The yellow 'unlockable stuff' in-game hint glow now fades out when not in-game to reduce visual clutter. Items A and B are the major new thing: I hope these will help mobile players discover the inventory and the shop. They're both essential for enjoying the game. Both hints will quiet down once the shop is opened, but reappear in a subsequent game session if the player still hasn't bought any items at all. Please test some of these things with a new account on a touchscreen device. If I get positive feedback I'll try to release an Android (2D) update for the Google Play Store soon so we can hopefully get more players fully enjoying the game. And Loki, I like the idea of having an on-screen Assistana. Maybe a nice future idea for the 'tip' and 'tutorial' screens!
โพสต์ 111–120 ของ 151
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