Knuckle Cracker

Particle Fleet => Pre-release chatter => Topic started by: jaworeq on September 14, 2016, 04:56:07 PM

Title: Couple of issues after hour of playtime
Post by: jaworeq on September 14, 2016, 04:56:07 PM
1. Selecting a ship while having ADD
So when I'm selecting a ship to build, if my click ends split second too late, the ship is not selected.
First I noticed it watching youtube vids (https://youtu.be/VWw9X7Ql4iA?t=10m30s), I thought it's just a guy playing has issues with his mouse. But then I experienced it and it feels just a little... clunky? unreliable maybe.
2. General menu
I played 3 Inception maps so far, every time I finish game and click to return, game shows me map+2:
I finished map 1, back in menu the carousel was centered on map 3. Finished map 2 - centered on map 4.
3. Sound when minimized
I alt+tabed to write this post, went to youtube to find click footage and since video is quite quiet, I had to go back to game, mute game, go back to youtube to find exact moment I wanted to show.
Title: Re: Couple of issues after hour of playtime
Post by: Fireball14 on September 14, 2016, 05:32:09 PM
QuoteSo when I'm selecting a ship to build, if my click ends split second too late, the ship is not selected.
Unity generic bug. Fixed by using Input.GetMouseButtonUp in FixedUpdate insted of OnMouseUpAsButton event.

Title: Re: Couple of issues after hour of playtime
Post by: knucracker on September 14, 2016, 07:11:23 PM
Yeah, those are unity UI buttons and by default they have an on click handler.  Click being defined as mouse down followed by mouse up while over the control that experienced the mouse down. So if you mouse down, move the mouse away, then mouse up... the mouse click event doesn't fire.  The definition of a mouse click isn't buggy, but that doesn't mean it is necessarily the desired behavior in this case (some buttons on in desktop apps work the same way).

As FB14 said, I can change it fairly trivially to be a mouse down rather than a mouse click event... so I'll do that.  I don't think there are any major issues that could happen from that change (Ha ha. Can't believe I just said that).

Title: Re: Couple of issues after hour of playtime
Post by: knucracker on September 14, 2016, 07:17:12 PM
As for the sound thing.  What I think you are asking for is an auto-mute when the game doesn't have focus.  By design, PF is allowed to run when it doesn't have focus.  I play in a window a lot, and half the time I might let things run while I'm doing something else.  In that case, I actually want the game sounds even though the game might be on another monitor, minimized, etc.

So an option to auto mute when the game loses focus might be one solution.  The other would be to very special case the instance where you play full screen and then the game loses focus, and auto mute then.  Of course you might also want the same option (or special case full screen behavior) for pausing the game as well.

I'll add an item to the list, but it likely won't be addressed till after the nighmare of work I have leading up to the 29th (No joke... I'm in about as deep a work hole as I think I have ever been in over 20 years of professional development.  I'm kinda curious what is going to happen actually :) )
Title: Re: Couple of issues after hour of playtime
Post by: Nicant on September 14, 2016, 07:37:55 PM
I have also found a bug in the editor! When i was moving my ships, sometimes they would teleport really close to where i told them to move even though they shouldn't be there yet. I don't know if it is only me because my test map was very laggy and so there could be some bugs due to lag. Hopefully this makes makes sense! :D
Title: Re: Couple of issues after hour of playtime
Post by: knucracker on September 14, 2016, 07:43:51 PM
If you are playing a mission while in the editor be careful.  When in edit mode you can actually mouse down a ship and drag it somewhere where you want it.  You can also select a ship from the build bar and hold down "B" when when placing it to build.  That will insta-build it.

These two features are so you can design a map and put prebuilt ships on it where you like.  If you really want to play while in edit mode you have to either be mindful of this.  You could also quickly finalize the map then jump out of the editor and play in the finalized list, to avoid accidentally dragging ships around.
Title: Re: Couple of issues after hour of playtime
Post by: jaworeq on September 15, 2016, 12:29:42 AM
Yeah, I guess option to auto-mute music would be good. Game pausing not necesarilly, but again - if it's an option, some people would probably be happy with it.
Title: Re: Couple of issues after hour of playtime
Post by: jaworeq on September 15, 2016, 10:46:00 AM
Oh, one thing I forgot to write about!
Where the heck is "archived transmissions" button? :o
Title: Re: Couple of issues after hour of playtime
Post by: Karsten75 on September 15, 2016, 11:50:29 AM
Quote from: jaworeq on September 15, 2016, 10:46:00 AM
Oh, one thing I forgot to write about!
Where the heck is "archived transmissions" button? :o

Doesn't exist (yet?)
Title: Re: Couple of issues after hour of playtime
Post by: chwooly on September 15, 2016, 12:09:28 PM
Also found out the hard way, The game doesn't autosave on exit from a map.
Title: Re: Couple of issues after hour of playtime
Post by: Karsten75 on September 15, 2016, 12:26:29 PM
Quote from: chwooly on September 15, 2016, 12:09:28 PM
Also found out the hard way, The game doesn't autosave on exit from a map.

Strange how attached to that feature I've become... :(
Title: Re: Couple of issues after hour of playtime
Post by: Sorrontis on September 15, 2016, 12:30:54 PM
I like the lack of autosave. It doesn't override my last save, when I rage quit.
Title: Re: Couple of issues after hour of playtime
Post by: knucracker on September 15, 2016, 01:50:26 PM
If I add autosave, I'll make it save to a file called "autosave" or something like that.  There is already a quick save function (ctrl-c by default) and quick load (ctrl-v by default) that writes to a file called "quicksave" (I think). 

The only real holdup on autosave is that I would need to add an option in the settings to turn it on/off.  That, and it is in a queue of things either more important, more trivial to implement, or both.
Title: Re: Couple of issues after hour of playtime
Post by: Laithaldien on September 15, 2016, 03:14:24 PM
Speaking of autosave:
An option to autosave every x minutes (different slot than autosave on map exit:) - there's nothing like playing for "hours" without saving, then the power goes out/ system hangs up/ a critical
player error occurs ...
Title: Re: Couple of issues after hour of playtime
Post by: Karsten75 on September 15, 2016, 03:34:30 PM
Quote from: Laithaldien on September 15, 2016, 03:14:24 PM
Speaking of autosave:
An option to autosave every x minutes (different slot than autosave on map exit:) - there's nothing like playing for "hours" without saving, then the power goes out/ system hangs up/ a critical
player error occurs ...

However, just as many complain about the number of files created, running out of disk space, slow cloud sync...
Title: Re: Couple of issues after hour of playtime
Post by: Laithaldien on September 17, 2016, 08:30:17 AM
Quote from: Karsten75 on September 15, 2016, 03:34:30 PM
Quote from: Laithaldien on September 15, 2016, 03:14:24 PM
Speaking of autosave:
An option to autosave every x minutes (different slot than autosave on map exit:) - there's nothing like playing for "hours" without saving, then the power goes out/ system hangs up/ a critical
player error occurs ...

However, just as many complain about the number of files created, running out of disk space, slow cloud sync...

That's why, if implemented, it should be an option.

I also noticed there are no keyboard shortcuts for building ships.

On maps with custom ships, I currently have little idea what they exactly are capable of.
A button to access the help ingame would be nice, there's some empty space on the menu below the ship slots.

One thing that bothers me personally is the lack of concrete data.
I don't know how long the energy will last for an unsupported ship (it suddenly just stops shooting), how much energy/time it will cost to build one,
and how big my energy surplus/deficit is.
Title: Re: Couple of issues after hour of playtime
Post by: knucracker on September 17, 2016, 09:42:17 AM
A ship overview is planned shortly after the release.  It will show what is on a ship, build cost, etc.  Similar to what you might see in the ship editor.

Energy consumption is a fickle beast.  It can be highly erratic.  One idea is to keep track of ship energy usage for a sliding window and to show that small graph (histogram) on the upcoming ship overview display.  That way you could at least see the peak and average and how erratic it might be over say the last 30-60 seconds or something like that.

As for global energy stores, usage there is even more chaotic.  But generally taking a look at the store is what I use to tell what is going on.  If there are amp gems, you can watch how that is draining.  If not, you can see if you are 0, or going up and down in the energy store.  If 0, you have to look at the ships and their bridges (they turn dark) or at the energy bars on each ship build button.  Or, more typically, you just notice the fire or build rates are low.