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TIGSource ForumsCommunityDevLogsPIONEERS (Build 7)
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Author Topic: PIONEERS (Build 7)  (Read 149951 times)
jO
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« Reply #460 on: February 13, 2013, 05:11:32 AM »

Units is perfect for what it is.
Pounds would have been nicely fitting, but that again would imply weight, which you probably don't want.
Just don't care for it that much right now, keep making the game instead.  Beer!
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JobLeonard
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« Reply #461 on: February 13, 2013, 05:34:35 AM »

Short of going with an icon as rivon suggested (which I think is a nice option), "unit" the best abstract quantification I can think of as well.

Also, as an interaction designer I definitely like the idea of a pinned hovering right-click menu. Would have to play with it to see how effective it is.
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makerimages
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« Reply #462 on: February 15, 2013, 12:20:18 AM »

I strongly support "Unit" aswell. It`s been there mfrom the beginning and it does give a pretty accurate representation of what you are carrying. It should stay.
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Makerimages-Its in the pixel
Eigen
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« Reply #463 on: February 15, 2013, 08:31:53 AM »

Thanks for the replies, guys. I'll be leaving it as it is right now because I have more pressing things to work on.

We've been thinking and started implementing a bit of a narrative in the game. I'll write more about it once the new build is out which sadly isn't quite done yet. Here's a sneak peak of what's to come (writing is still WIP):

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Joshua
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« Reply #464 on: February 15, 2013, 08:48:34 AM »

I'm still working on finishing up the climbing ability. It's nearly there, I will hopefully be able to finish up this weekend.
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Eigen
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« Reply #465 on: February 17, 2013, 04:06:09 AM »

http://vine.co/v/br22bZQqgPB
http://vine.co/v/br29wrqbQtp

Who, Me?
« Last Edit: February 17, 2013, 04:12:31 AM by Eigen » Logged

makerimages
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« Reply #466 on: February 17, 2013, 07:04:02 AM »

Thath new sidebar is just sick! Do want!
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JobLeonard
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« Reply #467 on: February 17, 2013, 08:46:49 AM »

 Hand Thumbs Up Left
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Joshua
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« Reply #468 on: February 17, 2013, 12:02:13 PM »


I sure hope there is something good up here...
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Eigen
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« Reply #469 on: February 17, 2013, 01:31:33 PM »

The climbing icon may look funny but it'll do for now, until we figure out how such actions should be presented. Using the axe to cut down the trees also has a similar icon, plus I have a few more in store. Even if you don't have the character selected you can simply tell by looking what's it up to right now.
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jO
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« Reply #470 on: February 17, 2013, 01:38:26 PM »

sweet progress
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Eigen
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« Reply #471 on: February 24, 2013, 07:32:11 AM »

Can I get some fresh eyes on this before I go public with it? Mainly I'm interested if it crashes when you sail east out of town (or any other place for that matter). I've been crunching for 2 days so I'm not exactly sure how stable it is.

Hand Joystick
« Last Edit: February 24, 2013, 07:37:54 AM by Eigen » Logged

Core Xii
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« Reply #472 on: February 24, 2013, 10:07:13 AM »

It freezes before the game even begins... at the first letter, at the ship sailing, at random times. Sound and ambient animations continue but everything else just halts, the cursor disappears and nothing happens.

Edit: And while writing this post, it seems to have unfreezed itself and continued on with the gameplay. Odd.

Edit: Seems to trigger quite often when I click. Some kind of... window focus issue, maybe. Unfocusing and refocusing the game window unfreezes it.
« Last Edit: February 24, 2013, 10:12:52 AM by Core Xii » Logged
Eigen
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« Reply #473 on: February 24, 2013, 11:00:25 AM »

Thanks for reporting that. It's an SFML bug I'm afraid. The window gets a random "focus lost" event when not unfocused, even in full-screen mode. I used the unfocused event to ease up CPU cycles, disable game updates and only do the drawing. I think I have to disable that for now so the game never goes inactive.
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Eigen
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« Reply #474 on: February 24, 2013, 11:10:57 AM »

Before I completely disable the focus check, I tried re-ordering things a bit in there, just to be sure. Could you please download it again and see if it still ill-behaves Smiley
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Core Xii
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« Reply #475 on: February 24, 2013, 11:32:17 AM »

Now it froze on me completely while creating my character (while pumping all points into intelligence on a scout, specifically, if that detail helps).

I didn't get any random unfocuses though, so maybe you fixed that.
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Quarry
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« Reply #476 on: February 24, 2013, 11:39:30 AM »

I think he wanted to say that SFML randomly triggers the lost focus event somehow
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Eigen
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« Reply #477 on: February 24, 2013, 11:52:25 AM »

Thank you. Okay, I now completely disabled all focus related code. It should not freeze anything at any point now, unless it was something else completely (I tried to reproduce it but couldn't).

edit: Here's another idea. What if you change fpslimit to no in conf.dat file in the data folder. That disables the vsync and SFML internal framerate limiter. Just to see if the problem lies somewhere in there, some weird sleep call hang or something.

edit2: Do you by any chance have a joystick connected to your pc?
« Last Edit: February 24, 2013, 02:28:00 PM by Eigen » Logged

Core Xii
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« Reply #478 on: February 24, 2013, 06:44:40 PM »

Do you by any chance have a joystick connected to your pc?

I do not.
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Eigen
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« Reply #479 on: February 24, 2013, 10:23:13 PM »

Do you by any chance have a joystick connected to your pc?

I do not.

I was just asking because some people have reported that joystick event polling has been freezing their game or severly lowering the framerate. So I disabled the joystick polling in the last upload.
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