Grid Sage Forums

Grid Sage Forums

  • November 22, 2024, 05:22:15 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ghost73

Pages: [1]
1
General Discussion / Re: An Interesting Discovery About Speed
« on: August 26, 2015, 12:39:03 PM »
I was wondering about this too, but I found it difficult to track accurately. It does seem that enemies wait the correct amount of time after attacking, but I could be wrong.

I think it might also help players if the turn counter also had a time unit counter for that turn, such as:
[turnCount].[timeUnits]

This way players know how much time is left for that turn considering there are actions that don't take a full turn.

A couple other things I noticed (not 100% sure):
The waiting action appears to wait until the beginning of the next turn and not wait for 100 time units. I'm not sure if this is intended or not, but it is unclear in controls/documentation.

Enemy robots appear to only perform actions at the beginning of turns and not during turns, like the player can. (might be linked to the movement time issue above)


Also, a timer for each robot showing the time left until they perform a new action would also be helpful, but that might just be me, I'm kind of an info addict :D

2
Something I noticed that might help:
The energy value at the top right = energy supply + upkeep + movement for 100 units of time.
If the energy total is negative that means you are losing energy while moving.
However, it could be that you are gaining energy when you are not moving if the energy supply is more than the cost of upkeep.

For example:
Loadout: Aluminum Leg, 2x Targeting Computer
Supply: 5
Upkeep: -4
Move: -2
The top right would read -1.0, but if not moving you would still gain energy at a rate of +1.0, which might explain what is happening here.

Hope this helps ;)

3
I kinda figured it was a bug that you would stumble across eventually after playing enough, but I thought I would report it anyways ;) Glad to help!

4
Consistently, if you open the menu while the sound for a new log entry is playing, the sound will repeat until the menu is closed.

Easiest way to reproduce it is to immediately open the menu as soon as you pick up any part, but it will happen for any new entry to the log.

Probably has to do with the new entry effect not being done when you open the menu since it pauses the effect.

5
General Discussion / Re: Tiles Mode
« on: July 15, 2015, 12:40:01 AM »
Another part of the problem is that on some monitors the floor tiles will show up better due to how very dark colors are treated, while on others they'll remain fairly dark. In finding the right brightness these two situations need to be balanced somewhat (with regard to the default appearance).

That said, there could be some sort of gamma correction specifically for this issue... In fact, that sounds like a pretty good idea! The current default setting would be the darkest, and you could shift the floors to appear brighter if need be. I'll explore this possibility, though testing shows that if the floor is too bright, debris doesn't show up very nicely.

See some attached samples of the current base value compared to +50% and +100% brightness on the floor.

I think you're definitely correct about the brightness issue and the solution for it. I'd hate to think I'm distracting you from more important issues, but I know you would have my appreciation for that convenience.

Also, thanks for sharing those images, it's awesome to see a dev so directly involved with the community!

6
General Discussion / Re: Tiles Mode
« on: July 14, 2015, 12:14:47 PM »
First off, the tileset for this game is excellent and fits really well with the game. Good job! :)

The only minor complaint I have with it is that it can be hard to differentiate between undiscovered tiles and floor tiles that are adjacent (such as when using a terrain scanner). It's usually not an issue, but I find myself switching to ASCII mode just to double check sometimes.

Pages: [1]