Search found 36 matches

by WASP103
09 Aug 2018, 10:20
Forum: General Discussions
Topic: /// STEAM EARLY ACCESS ON AUGUST 9th! ///
Replies: 17
Views: 588

Re: /// STEAM EARLY ACCESS ON AUGUST 9th! ///

Will the versions change with the steam release as well?
by WASP103
09 May 2018, 12:06
Forum: Release candidates
Topic: Alpha 13
Replies: 50
Views: 3273

Re: Alpha 13

RC5 has some of the connector line issues fixed, however connector lines originating from a Condition Node still pop up the tooltip for said origin node.And the same stuff as before applies there: deleting the line makes the tooltip stay there forever.
by WASP103
02 Mar 2018, 08:35
Forum: Questions
Topic: How do you zoom?
Replies: 5
Views: 233

Re: How do you zoom?

I have to pan the camera (drag the viewscreen around in the arena) to loosen the grip of auto-zoom before zooming actually works.
by WASP103
01 Mar 2018, 09:25
Forum: Bug Reports
Topic: not exist should count as out of range?
Replies: 6
Views: 240

Re: not exist should count as out of range?

cheers
Of course this stems from the true check being "closest bubble with an OOR Enemy existing".


if enemies around, closest bubble OOR of enemy is valid:
enemy_OOR_exists_NOT.jpg
enemy_OOR_exists_NOT.jpg (69.93 KiB) Viewed 226 times




If all enemies dead, closest bubble OOR of enemy is invalid:
enemy_OOR_exists.jpg
enemy_OOR_exists.jpg (57.24 KiB) Viewed 226 times
by WASP103
01 Mar 2018, 09:16
Forum: Feature Requests
Topic: Hide enemy player tags on matches.
Replies: 14
Views: 451

Re: Hide enemy player tags on matches.

GFX47 wrote:OK that was not intended, I'll fix it.


Phew, bullet dodged :D
by WASP103
01 Mar 2018, 08:55
Forum: Feature Requests
Topic: Hide enemy player tags on matches.
Replies: 14
Views: 451

Re: Hide enemy player tags on matches.

mcompany wrote:(...)


Ah, so you meant obfocusation, not encryption then. :D I was scared for a bit there.
by WASP103
01 Mar 2018, 08:08
Forum: Feature Requests
Topic: allow 1080P screenshots in this forum
Replies: 9
Views: 327

Re: allow 1080P screenshots in this forum

Tbh, uploading 2MB images to have them resized on a remote location, is an ecological nightmare. if you want QOL, why not build a quick batch resize script and just let it run over screens you wanna upload. Saves you manual labor and saves the internet some bandwidth for Pr0n. ;)
by WASP103
01 Mar 2018, 08:05
Forum: Feature Requests
Topic: Hide enemy player tags on matches.
Replies: 14
Views: 451

Re: Hide enemy player tags on matches.

Encrypted tags? Holy shoot, mcompany I can't even compare tags, how on earth should I encrypt them!

I'm not letting my tagmonster loose on the ladders yet, but I think if everyone can see my tags, I'm forked. :shock: :lol:
by WASP103
01 Mar 2018, 08:01
Forum: Bug Reports
Topic: not exist should count as out of range?
Replies: 6
Views: 240

Re: not exist should count as out of range?

I've stumbled across this in multiple ocassions as well. So basically, I had to put another node parallell which states "OR enemies don't exist" to restore node operation. I think that with no enemy present, logically there's also no enemy in range. - So it should work. So I'd say +1 to ph...
by WASP103
01 Mar 2018, 07:58
Forum: Bug Reports
Topic: Attack closest enemy doesn't trigger for out of range enemies
Replies: 20
Views: 776

Re: Attack closest enemy doesn't trigger for out of range enemies

How about the 0% range marker like the shotgun has it?
by WASP103
28 Feb 2018, 14:40
Forum: Feature Requests
Topic: Convert the operator between filters in the same category to OR, AND (and NOT)
Replies: 8
Views: 383

Re: Convert the operator between filters in the same category to OR, AND (and NOT)

+1 for this idea. I ran into multiple instances of the workaround Phil is talking about and it's just ugly and not understandable. Few days later I looked at that part again and saw those huge nodes, thinking to myself: "What the hell did I drink that night". After opening the node and see...
by WASP103
28 Feb 2018, 14:34
Forum: Bug Reports
Topic: Attack closest enemy doesn't trigger for out of range enemies
Replies: 20
Views: 776

Re: Attack closest enemy doesn't trigger for out of range enemies

(...) but please don't just change how the logic works. Let's stay consistent. +1 Yeps. I think consistency is violated by making those exceptions. Even for new players that get confused by this. I think the effort of thinking hey, let's just attack closest enemy and then realizing what they did wr...
by WASP103
27 Feb 2018, 19:32
Forum: Bug Reports
Topic: Attack closest enemy doesn't trigger for out of range enemies
Replies: 20
Views: 776

Re: Attack closest enemy doesn't trigger for out of range enemies

One Idea I just had:
You could mark "0%" after the outermost ring that gets painted on the ground when a bot is activated. Just like it is with the Long-Range-Ring of the Shotgun. That would make pretty clear for new people that shooting outside of this range makes no sense.
by WASP103
27 Feb 2018, 13:00
Forum: Bug Reports
Topic: Attack closest enemy doesn't trigger for out of range enemies
Replies: 20
Views: 776

Re: Attack closest enemy doesn't trigger for out of range enemies

Why would you even change the way logic works. Closest enemy returns the closest enemy in range ??? Speaking of logic. How is it even logically possible? Every enemy withing range is logically always closer than any enemy out of range. So the argument is invalid regarding logic. Even the fact that ...
by WASP103
27 Feb 2018, 08:16
Forum: Feature Requests
Topic: Multiplayer Stats
Replies: 201
Views: 8503

Re: Multiplayer Stats

I hope not to derail or drift too much, but is there a chance for me to get stats on my own codebase? Like how many Nodes, execution timing, hours spent in game, hours spent actually, actively coding; stuff like that?

Cheers
WASP
by WASP103
23 Feb 2018, 22:13
Forum: Release candidates
Topic: Alpha 12.1
Replies: 35
Views: 1809

Re: Alpha 12.1

Any feedback on my reportings is highly appreciated <3
by WASP103
21 Feb 2018, 10:38
Forum: Strategies
Topic: Collection of helpfull Maxims
Replies: 56
Views: 4050

Helpful Maxims specifically concerning TAGs:

⋅  Use "ADD TAG" and "ADD TEAM TAG" instead of their hard replacing counterparts. You can tag much more that way. Cost me 3 days just to refactor after I stumbled across that. ⋅  Concerning Instant tagging: TAGs are still executed from left to right like ever...
by WASP103
21 Feb 2018, 10:26
Forum: Release candidates
Topic: Alpha 12.1
Replies: 35
Views: 1809

Re: Alpha 12.1

Could you please share a screenshot? Update: please scroll down to Edit2 Maybe this helps with clarification: huge_tooltip_on_connecting_line_blocking_sight.jpg Tooltips on the nodes themselves rarely get in the way. But the ones on the connecting lines are not helping in 90% of the cases for me. :...
by WASP103
20 Feb 2018, 18:33
Forum: Release candidates
Topic: Alpha 12.1
Replies: 35
Views: 1809

Re: Alpha 12.1

I see. I didn't run into any MAC issues on my MBP from 2010 at least. One thing I noticed (totally unrelated tho): both on Mac and PC those huge tooltips (even when only hovering over the connecting line) get in the way of doing stuff quite often and seem to sometimes not disappear until I hover ove...
by WASP103
20 Feb 2018, 16:33
Forum: Bug Reports
Topic: Bot won't pick up resource
Replies: 15
Views: 398

Re: Bot won't pick up resource

(...) Ever other part of this game doesn't operate this way. The left most action happens before everything else, then execution starts over. Instant tags breaks this behavior. My arguments exactly. UX wise, it's a no-go. Especially in this undocumented state without a proper tutorial covering this...

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