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Kubik

Developer
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  1. 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 😄 and some lines come with comments 😄 even though, I guess most of them is not really helpful 😛
  2. 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 😄 and some lines come with comments 😄 even though, I guess most of them is not really helpful 😛
  3. Riviute liked a post in a topic by Kubik in I wanna be a dev and help but...   
    You wanted it 😛
     
  4. Dallarian liked a post in a topic by Kubik in I wanna be a dev and help but...   
    You wanted it 😛
     
  5. Riviute liked a post in a topic by Kubik in I wanna be a dev and help but...   
    🤔 should I post some disasembly? 😇🤭
  6. Sykole liked a post in a topic by Kubik in I wanna be a dev and help but...   
    🤔 should I post some disasembly? 😇🤭
  7. 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.
    🤔 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.
  8. 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 😞
    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#, ...
  9. Riviute 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.
    🤔 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.
  10. Dallarian 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 😞
    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#, ...
  11. Riviute 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 😞
    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#, ...
  12. Metagross31 liked a post in a topic by Kubik in King's Ridge - New story-like-map   
    no pleasee not copy EA's bugs
  13. Xamos liked a post in a topic by Kubik in Patch #400033 - 5 June 2022   
    @Carofex but you could already do that since last year 🙂 and you probably want "copies > 1" instead
    if you want to read more: https://forum.skylords.eu/applications/core/interface/file/attachment.php?id=11412

  14. Mynoduesp liked a post in a topic by Kubik in Borderless windowed   
    Not likely at all, why would we waste time on something as complicated as this, where there is so many 3rd party solutions, that thanks to being outside o game, have multiple unique advantages.
  15. Kubik liked a post in a topic by Hofrath in Community Update #27 - September   
    When was this not the case ? 😄

    However you are a bit too harsh on it.
    You are trying to define a "bad player" with someone who is "whining" over a card that is too hard to play against or with.
    Overall "to balance" goes both ways. 
    It is to please the player with 500+ hours in the game and the one who just started. Though this will never work, it is always the goal. 

    This far, the devs made an outstanding good job maintaining the game.
    We will thrive more without comments like this when nothing happened 😉

    Personally I would highly appreciate new ideas for balancing.
    Just looking at the survey, where someone literally said (Question: What are some issues regarding 2vs2 balance (if you have them)?):
    - "idk"
    or
    - "some fractions are stronger then others"

    This is extremly unhelpful. 
    Some fractions might be stronger then others, but just to a specific point!
    Why not tell the exact problem and not leave the devs guessing.

    A dev or the team in its entirety can not overwatch all the cards, all the playstiles and all the fractions.
    Afterall, they are just 1% of the entire community. 


    But whoever wrote that as an answer to the question "Do you have any suggestions on how to gather new staff members?":
    "Gas light a rich kid into sponsoring you 5million dollars" is an absolute genius and made my day. 

    Staying with the survey, it clearly shows, that almost the entire community is greatful for this games revive and its volunteers. 
    So spread love and spend 5 million dollars ♥️ 🤣
  16. Kubik liked a post in a topic by Hofrath in Lost Character?   
    Hey Purebeat,

    welcome back.

    Firstly, time is always a bit misjudged. Saying that you've played around a year ago, can also mean a year and a half, or maybe two? 
    The game released 18-12-2020 and all accounts have been reset. 

    However, based on the screenshot AlgoSteve kindly provied, you old account is still up there.

    Lets go through it step by step, shall we:

    1. Your Forums Account is 3 years old.
    That by itself is not the problem, but MAYBE, when you first registered for the game you lost your password or made a new account for the game.
    Is that by any chance the case?
    Then the problem is easily solved: Try to find your second account and login. 

    2. Whaf if....
    you login and try to use your old nickname "Purebeat" in character creation - Is it saying that the nick is already taken?
    Then Nr.1 would be most likely the case.

    3. Ask GMs directly (click)
    They can see what account / email is linked to your account.
    If something does not add up, they'll tell you. 

    This problem is not of technical nature.
    There is not a file I can send you or a debug-script to solve it 😄

    Hope you'll get your account back mate!
    Though the past year was one of alot of changes. 
    Starting now from scatch is easier then before. The archivements will help you get the most immportant cards really fast.
    But just wait for this problem to be solved first. Multi-Accounting is prohibited. 



     
  17. Metagross31 liked a post in a topic by Kubik in Adding "past time" or "Start search time" to the PvP Ranked message   
    I like the the idea, lets see if others like it too.
  18. Metagross31 liked a post in a topic by Kubik in Adding additional options to filter cards   
    looks like team is not interested in adding these new filters at the moment 😞
    But would you be interested in a text file, or section in the config where you can write custom complicated filters, and name them, so in game you can then use the simple name, and it will filter by the configured filter? That way you can have very complex filters in just few characters, and no need for translations.
  19. Kubik liked a post in a topic by Majora in Community Update #25 - July 2022   
    Then.. don't play?
    Replies like this honestly baffles me. You literally create a new account to complain about a game you don't want to play? Crushing the motivation of the team of volunteers who work their asses off to provide entertainment for others? Our content is arguably faster than during the end of EA times, and we don't get paid or have the source code. Constructive feedback is always welcome, but basicly saying ''everything you do is shit'' is not going to help anyone. 
    I'm glad we had the survey, which gave insights in thousands of players, to see you are the rare exception with a mindset like this. 
     
  20. Majora liked a post in a topic by Kubik in Community Update #25 - July 2022   
    Why you not join to create new content?
  21. Metagross31 liked a post in a topic by Kubik in Community Update #25 - July 2022   
    Why you not join to create new content?
  22. Kubik liked a post in a topic by RadicalX in Stop messing with the base game   
    On maps like Dwarfen Riddle you could reach T2 without any card being played out. You just had start with a teammate who left immediately. There was a bug where neutral orb + T2 allowed you to spawn 1 T4 card so you could play a Giant Wyrm right at the start. Hilarious bug, was fixed a very long time ago of course.   
  23. Majora liked a post in a topic by Kubik in Patch #400034 - 16 July 2022   
    yes
    60, 0 is inner size
    2 is ID of inner data
    6x8B are state hashes
    4B count of figures on the map
    4B count of entities on map (figures, squads, walls, players, monuments, script markers, ...)
    4B step
  24. Metagross31 liked a post in a topic by Kubik in Patch #400034 - 16 July 2022   
    yes
    60, 0 is inner size
    2 is ID of inner data
    6x8B are state hashes
    4B count of figures on the map
    4B count of entities on map (figures, squads, walls, players, monuments, script markers, ...)
    4B step
  25. Ultralord liked a post in a topic by Kubik in Patch #400034 - 16 July 2022   
    yes
    60, 0 is inner size
    2 is ID of inner data
    6x8B are state hashes
    4B count of figures on the map
    4B count of entities on map (figures, squads, walls, players, monuments, script markers, ...)
    4B step
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