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Kubik liked a post in a topic by Patche in Connection failed when trying to log in for the first time
I changed my router firewall settings to use a default filter and it works, so it was the issue of my hardware.
So if anyone else has this issue, and have the access your network router, you can start with turning off the router firewall for a second to test if that's the case.
Alright, that's it from me then, problem solved.
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Mynoduesp liked a post in a topic by Kubik in Shareable deck codes
ok you can try the preview on https://jakub.bandola.cz/wa/deck_info/index.html
as the time of writing there are 2 options: everything is still subject to change
character "A" followed by base64 (url safe version) encoded sequence of card IDs (16 bits each) (A for versioning purposes, in case we found better way to represent it we might use B for second version, while still accepting codes in version A) for example: "AWgFiAVkBBAXpAgEGBQYkAnkFgQYzAyoCHQLcBBgCWAEmBaAExQT-BA==" json array for example: "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" -
Eirias liked a post in a topic by Kubik in Shareable deck codes
ok you can try the preview on https://jakub.bandola.cz/wa/deck_info/index.html
as the time of writing there are 2 options: everything is still subject to change
character "A" followed by base64 (url safe version) encoded sequence of card IDs (16 bits each) (A for versioning purposes, in case we found better way to represent it we might use B for second version, while still accepting codes in version A) for example: "AWgFiAVkBBAXpAgEGBQYkAnkFgQYzAyoCHQLcBBgCWAEmBaAExQT-BA==" json array for example: "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" -
Eirias liked a post in a topic by Kubik in Shareable deck codes
Import:
Export:
@Eirias thinks this would be good enough. What others think?
To me it seems weird you need to accept show deck after typing command, but it have the advantage of not needing even a single new button.
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Ultralord liked a post in a topic by Kubik in Shareable deck codes
ok you can try the preview on https://jakub.bandola.cz/wa/deck_info/index.html
as the time of writing there are 2 options: everything is still subject to change
character "A" followed by base64 (url safe version) encoded sequence of card IDs (16 bits each) (A for versioning purposes, in case we found better way to represent it we might use B for second version, while still accepting codes in version A) for example: "AWgFiAVkBBAXpAgEGBQYkAnkFgQYzAyoCHQLcBBgCWAEmBaAExQT-BA==" json array for example: "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" -
Ultralord liked a post in a topic by Kubik in Shareable deck codes
I am not going to copy the text from the image to check which one it was π
It is still not merged, so everything is subject to change!
Right now: Already outdated:
Export is base64 encoded: 1 Byte for version, and up to 20 card IDs (without upgrades) as 16 bit numbers (little endian) Import have 2 options: the base64 encoded from above json array of ids that can have upgrades "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" Export is without upgrades and without empty spaces (for now), because upgrades are irrelevant because whatever importing player have will be used, and empty spaces, well I just have no clue how to get this info from the game yet.
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LEBOVIN liked a post in a topic by Kubik in Shareable deck codes
ok you can try the preview on https://jakub.bandola.cz/wa/deck_info/index.html
as the time of writing there are 2 options: everything is still subject to change
character "A" followed by base64 (url safe version) encoded sequence of card IDs (16 bits each) (A for versioning purposes, in case we found better way to represent it we might use B for second version, while still accepting codes in version A) for example: "AWgFiAVkBBAXpAgEGBQYkAnkFgQYzAyoCHQLcBBgCWAEmBaAExQT-BA==" json array for example: "[1004, 1001021, 1029, 3001030, 2001031, 2001032, 2001033, 2001034, 2001035, 2001117, 2001119, 2001120, 3001121, 3001122, 1123, 1124, 3001126, 2001128, 1001129, 1131]" -
Kapo liked a post in a topic by Kubik in Shareable deck codes
Import:
Export:
@Eirias thinks this would be good enough. What others think?
To me it seems weird you need to accept show deck after typing command, but it have the advantage of not needing even a single new button.
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Ultralord liked a post in a topic by Kubik in Shareable deck codes
Import:
Export:
@Eirias thinks this would be good enough. What others think?
To me it seems weird you need to accept show deck after typing command, but it have the advantage of not needing even a single new button.
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Octochicken liked a post in a topic by Kubik in Shareable deck codes
Import:
Export:
@Eirias thinks this would be good enough. What others think?
To me it seems weird you need to accept show deck after typing command, but it have the advantage of not needing even a single new button.
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Metagross31 liked a post in a topic by Kubik in Shareable deck codes
Import:
Export:
@Eirias thinks this would be good enough. What others think?
To me it seems weird you need to accept show deck after typing command, but it have the advantage of not needing even a single new button.
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Kapo liked a post in a topic by Kubik in Number of allowed decks
for some people it will easily take 100 times longer, and while it technically does not kill the game waiting 2 seconds for something that should be instant is bad, but waiting minutes is unacceptable (when PC is withing specs).
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Metagross31 liked a post in a topic by Kubik in Number of allowed decks
It is bit laggy 2-3 seconds on every click on my PC, but no issues outside of this screen. (With 10001 decksΒ it took almost 3 minutes to load that window for the first time, and clicking there ~10 seconds, creating removing decks would be again 3 minutes)
I do not like the idea of having it in a config, because that would disallow many people from using it, because they would not even know it, and from the rest I am sure someone would manage to break the config in some way.
Also designers have a plan to have it as purchasable to allow players to spend /π‘ which would temporarily remove some currency from the system.
I still think that officially increasing system requirements is best option, I even doubt the game would actually run on single core CPU with frequency of 1.8 GHz, 1 GB RAM and Windows 11 using most of that CPU.
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Kubik liked a post in a topic by Majora in More variation of Ingame colors
Those colors serve a purpose to very quickly see what is going on on the map, and use quite standard color scheme's from other RTS games. While customization is great, I don't think it would be a very good idea to start messing with the base "rules" like this.Β
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Metagross31 liked a post in a topic by Kubik in Adding additional options to filter cards
@Dutchy that is only sorting. This is filtering:
Β
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Metagross31 liked a post in a topic by Kubik in Adding additional options to filter cards
No, sorry, no one asked for it before π you will need to wait for such feature. (But it is already implemented, was just few minutes π but it will be waiting now π’)
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Mynoduesp liked a post in a topic by Kubik in Adding additional options to filter cards
@Dutchy that is only sorting. This is filtering:
Β
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Riviute liked a post in a topic by Kubik in I wanna be a dev and help but...
But I think it looks relatively nice with forum's bright colors π and some lines come with comments π even though, I guess most of them is not really helpful π
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Deadman liked a post in a topic by Kubik in I wanna be a dev and help but...
But I think it looks relatively nice with forum's bright colors π and some lines come with comments π even though, I guess most of them is not really helpful π
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Riviute liked a post in a topic by Kubik in I wanna be a dev and help but...
π€ should I post some disasembly? ππ€
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Sykole liked a post in a topic by Kubik in I wanna be a dev and help but...
π€ should I post some disasembly? ππ€
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Metagross31 liked a post in a topic by Kubik in I wanna be a dev and help but...
You misread my post I guess, because I listed 4 options, and even mention that is is a scale that.
π€ was it too long so you forget first sentence by the end? I can list them in short here:
Have another job, and make games in free time. (job does not need to be full time if game(s) is(are) successful enough) Do games for a big company. Prioritize mobile scam games with gambling addictions. (pay well, but not everyone can be doing scam) Make new technological advancement. (I hope you know that Minecraft did more than one https://youtu.be/fjZAgoxFKiQ ) I really have no clue why people suggest this one, it almost eliminate the option to make an new technical advancement. Unreal Engine is also free until 1 000 000 $ / year, and isn't as locking as Unity, but still best way to make an advancement in technology is to create a new game without using game engine. Because if there would be a feature that you can just enable in the engine by flipping a switch someone would already done it. Picking a game engine is usually easy if you know what you want to make.
That is inaccurate at best. Most languages are used for legacy reasons combined with cost of change. You can compare languages in this way:
Fast: Rust, C++, ... Garbage Collected, but relatively fast: .NET (C#, ...), JVM (Java, ...), GO, ... That require one of the above to help them: LUA, ... So bad, that you should not compare by any performance metric: JavaScript But most importantly how fast language you need depends on what game you want to make. If the game is doing nothing until player do some action, then do one change, and wait again, then language does not really matters, and even the bad JavaScript can do it. If you want to deliver complex updates more than 33 times per second (that why Minecraft have 20 ticks per second) you should go for the first category.
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Metagross31 liked a post in a topic by Kubik in I wanna be a dev and help but...
Hello @Riviute,
Creating an indie game, and having a job that have nothing to do with development is pretty common. If you would want to make games for a big company it would be also very different from making an indie game, and might also be far from your dream. If you would would like to earn enough from making an indie game(s) you will either need to target scam kind of games for phones, which isn't much about the development itself, but about the marketing and studies how to best hide the fact that it is legally allowed gambling with real money for children, OR make another technological advancement like Minecraft. Unfortunately these are scales, but with big empty space in the middle π
When I started with Skylords Reborn I did have almost 0 (or actually 0) experience in reverse engineering, server development, networking, server management, game development, ...
I stated programing so many years ago, first in some game-ish things where I give a wizard visual instructions, and wizard then followed that "program" to complete some objective, but I find the command pallet kind of limiting, so I looked up actual programing language on the internet (which is much easier these days, and you can find much better languages). It was C++ and I started creating programs and games I did know at that time.
I would say good way to start is decide what you actually want to do. There are options to make games from purely aesthetic point of view without writing a single line of code, or from purely design point of view without doing any art, or the "engine code", or you can do purely the coding part, follow some simple or existing design, and use free art, or buy the art, or you can do it all, or you can join some team.
We use no game engine, and EA did use some old internal engine, that to my knowledge does not have a publicly known name.
We use multiple programing languages for different things like Rust, C++, LUA, C#, ...