Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu May 12, 2016 5:03 am

jrb00001 wrote:If an email is sent from a@example.com to b@example.org, the client of a@example.com sends it to a MTA (example.com). That MTA relays the email to the target MTA (example.org) which transfers it to the inbox of b@example.org. That could trigger some push notification or similar things (which does not require anybody log in manually). So the mail never sits in the outbox (except if you configure your client to do that), it is either on the way from MTA to MTA or in the inbox.

Well I don't know how all that email stuff works :)
But I was saying that I've sent a PM to you on the FTL forum.
An though I don't know how the forum's PM system works, I have noticed that If you send a PM to someone, then it will stay in the outbox till the receiver goes online.
Like I have 2 PM's I have sent long time ago to some people - but they haven't logged in yet, so the messages are still waiting:
Image

You can try this out yourself if you don't believe me. ;)
User avatar
Hak86
Posts: 108
Joined: Thu Mar 31, 2016 8:58 am
Location: Somewhere...

Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Thu May 12, 2016 12:05 pm

@kcd.Spektor What is the Comms tab in the piloting system menu for? :?:
This is a bad signature. :|
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu May 12, 2016 2:54 pm

Hak86 wrote:@kcd.Spektor What is the Comms tab in the piloting system menu for? :?:

Man that is a popular question :)
Well it's like this:
First I planned to make something like the chat window, but in the piloting interface, for NPC interactions and possibly quests.
But I haven't gotten to that yet.
Then when I decided to add possibility to communicate not only within sector but have the ability to send messages from ship to ship
I thought to make that in the piloting systems's comms tab.
Then When I started making it - I found it to be more complex to implement than I initially thought.
So I've decided that it is a lot easier to use the already working chat window and chat mechanic for that purpose, (also I wanted to release the 0.4 version asap) - so I did :)
And I just left the Comms button there as a place holder for when I will implement the NPC dialogs and more complex quests.
Or perhaps I will come up with some other idea and just remove the button.
:)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu May 12, 2016 7:22 pm

Can you give me some feed back after you have tried the 0.4 version?

1. Did you like the changes in the new release?
2. Which changes did you like and/or dislike the most, and why?
3. What is your over all impression of the game?
4. What would you like to be added in the game next?
5. Also I'm planning on adding a help screen that is shown by pressing F1, - What do you think should be shown there(apart from Game controls)?
EmpressLexi
Posts: 51
Joined: Sun Mar 13, 2016 3:09 am
Location: Imperia

Re: Hurray! Another multiplayer clone project. :)

Postby EmpressLexi » Thu May 12, 2016 11:06 pm

kcd.Spektor wrote:Can you give me some feed back after you have tried the 0.4 version?

1. Did you like the changes in the new release?
2. Which changes did you like and/or dislike the most, and why?
3. What is your over all impression of the game?
4. What would you like to be added in the game next?
5. Also I'm planning on adding a help screen that is shown by pressing F1, - What do you think should be shown there(apart from Game controls)?



1. Yeah!
2. All the new event based things ^w^
3. Fkn Amazing xD
4. Rebalance of Prices/Missile weapons
5. Dunno, sorry cx
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri May 13, 2016 4:43 am

EmpressLexi wrote:4. Rebalance of Prices/Missile weapons

Can you please give some more details?
User avatar
Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm
Location: Clown Planet
Contact:

Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Fri May 13, 2016 10:34 am

kcd.Spektor wrote:Can you give me some feed back after you have tried the 0.4 version?

1. Did you like the changes in the new release?
2. Which changes did you like and/or dislike the most, and why?
3. What is your over all impression of the game?
4. What would you like to be added in the game next?
5. Also I'm planning on adding a help screen that is shown by pressing F1, - What do you think should be shown there(apart from Game controls)?


1. HELL YES!
2. I really like repairs. Now you don't need to worry about getting damage.
3. I love this game more by 78.3%
4. Trading with players. I don't want to jettison scrap and loose it becaurse that guy will escape. Oh, and i want cyborgs (Worry not, i'll start drawing them today, if you want to). And i want a HotCat. And a HotDog.
5. Tutorial "How to be a bad guy" and "How to be a good/decent guy"
EmpressLexi
Posts: 51
Joined: Sun Mar 13, 2016 3:09 am
Location: Imperia

Re: Hurray! Another multiplayer clone project. :)

Postby EmpressLexi » Fri May 13, 2016 11:03 am

kcd.Spektor wrote:
EmpressLexi wrote:4. Rebalance of Prices/Missile weapons

Can you please give some more details?



Well. Missile weapons, although they do require a missile to fire, still seem to be a bit overpowered, and seem to charge about the same time as laser weapons, making them a bit overpowered. I think that missile weapons should have a higher charge time than laser weapons.

And about price, I was thinking that the price of upgrading systems should scale with their current level
As in..
Coal Reactor level 2 - 30scrap
Coal Reactor level 3 - 50scrap
Coal Reactor level 4 - 60scrap
Coal Reactor level 5 - 75scrap
Coal Reactor level 6 - 80scrap

Or something like that, maybe less, maybe more, but It was just a though x3
User avatar
Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm
Location: Clown Planet
Contact:

Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Fri May 13, 2016 12:17 pm

Wut???
Image

Who is online

Users browsing this forum: No registered users and 22 guests