SgtConti's Recent Forum Activity

  • I recently noted that asm.js was Updated

    Does this somehow help?

    I dont have much knowledge of this, so that's why i just wanted to see if this update somehow helps toward fixing the problem.

  • Well, yeah, but as TwinTails said, what can we help you with?

  • Log Entry #8

    Stardate: -308447.6312785389

    So, Shadows of War is on Steam Greenlight (Little reminder ):

    http://steamcommunity.com/sharedfiles/filedetails/?id=256381554

    You can download the Free Light Alpha here on IndieDB:

    http://www.indiedb.com/games/shadows-of-war/downloads

    Now to what I've achieved in SoW the past few days/weeks:

    As you may know, or not know, first our plans of how we wanted to share the story of SoW was,

    to tell it with the help of text logs, that get activated as you play.

    But now, after some work, we've decided to change that, and make a proper campaign, since that probably is the better solution.

    So as this is in the works and currently in the 0.7.x branch, we want to improve everything and hopefully soon,

    when we merge the 0.6.x and 0.7.x branch, make it available for all who bought SoW in the Alpha state.

    We worked on 2 New maps, called Hill 116 and Highlands. Take a look here:

    As you can see these maps are more focused on Heights and Downs, other then the Flatland

    But this isn't the only thing, it's been a very long time since the last update, se we have also worked on the GUI Design:

    (You may need to Right-Click and select View Image in order to see everything)

    Focusing on making it more clean and simple. We really feel like this is the way to go, and are pleased with the results.

    As you also can see, the Options Menu have gained some adjustments and improvements, as well as some more options.

    Options such as the Physics setting, Mouse Zoom option and wether to use Framerate Independent Physics or not.

    This time we have more art focused changes, of course we have in preperation for the Alpha release, found and fixed alot of bugs,

    as well as made some balance adjustments, to make the units more fitting to the Rock, Paper, Scissor principes.

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • The GPU_rasterization in general is disabled (except on the devices listed above) so that most certainly isnt the problem.

    I can't confirm the performance problems.

    sqiddster till Chromium 36 will arrive onto Node-Webkit it will probably take a few months, and till then, i think it at least is fixed in Chromium itself,

    so that would mean that if it is fixed in Chromium, we can fix it in NW without any problems (probably).

    That results in, that it probably wont be a problem nor for you, nor for me.

    After all, it doesnt seem to be a common problem, so what could be the cause for this?

    • Conti
  • Content Update

    It's finally the day.

    Shadows of War has launched as an Alpha version on IndieGameStand.com, it is available in it's currently Alpha state, for 9.99$ (-25% for 24 hours).

    https://indiegamestand.com/store/973/shadows-of-war/

    The multiplayer is included, so you will hopefully be able to play against somebody already now

    But if you are not sure about wether to buy or not to buy, you can try out the free light alpha on Shadows of War`s IndieDB site:

    http://www.indiedb.com/games/shadows-of-war/downloads

    As a little reminder, please don't forget to vote for Shadows of War on Steam Greenlight

    and maybe even share it with your friends:

    http://steamcommunity.com/sharedfiles/filedetails/?id=256381554

    As a little report about how the Greenlight campaign is going:

    We are currently 47% of the way to the Top 100 and we will hopefully be able to push it much further in the next few days with your support. The game has now been for some time on Greenlight and we hope to be able to get alot further soon.

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • bjadams that may be true, if you want an export for windows

    without as much overhead/functionalities or good performance you are alway free to try to use alternatives like this one:

    https://code.google.com/p/phpdesktop/

    I wouldn't say it's a curse, of course, the SDL for example is really minimal in it's size compared to NW,

    but the more functionalities/freedom with the easiest difficulty you want, you have to pay the price in it' size.

    Not everything can be perfect, but in general, it's still a long way to go for HTML5,

    you can expect some awesome things i think in the coming years looking at the speed of development of new things for it now and then.

    Especially considerating the big companies are beginning to use it more and more.

    • Conti
  • If you exported with Node-Webkit that is easy to explain:

    Node-Webkit is basically the whole Webkit engine + Node.JS in modified form.

    Therefor, it also almost has the same size as Webkit + Node.JS.

    So short explanation: it isn't your app/game that is 40mb, but it is the .EXE from node-webkit (+DLL's) that are/is that big.

    If you talk about another export option im sorry.

    • Conti
  • Now that i think about it, the Steam SDK is written in C++, and that is the problem.

    What if, we use Emscripten to port the SDK to JS so we from there on could make a plugin.

    Wouldn't that work? Or do i missed something out?

    • Conti
  • No, it does not sync the size of objects.

    Since the host handles the collisions and positions of objects, it also handles the collision polygon size,

    so it may seem like the collision polygon is synced, but it is not

    You have to set the object size on both sites, yes.

    • Conti
  • Exactly, while the rendering is done by the GPU and it only renders what is on screen, even if there is a object partial on screen it only renders what is visible.

    But still the CPU continues to execute it's calculations.

    Everything else would be near Madness

    To answer your question: Ashley said that

    • Conti
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  • Bl4ckSh33p thanks

  • Ashley it did, especially in my game i worked on, it tended to happen alot when i tested the multiplayer in chrome.

    But since i now updated my chrome to 36, the issue seems to be gone.

    So as it stands it's probably a bug introduced in 34 and resolved in 36.

    Weird, im sorry if im responsible for any confusions

    So it 'happened' in chrome, but since i hadn't checked since 35, i may have missed that it has been resolved.

    I think you can close this. I hope they rebase NW soon to 36

    • Conti
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SgtConti

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