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madmole

Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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This sounds good but are you using the top number keys or the numbers pad?

 

If your using the numbers pad on the right side of of a Qwerty keyboard, then maybe doing this might be better.

 

4 = x Left

6 = x Right

8 = Y Up

2 = Y Down

 

For Z you could be using 1 with 7

or 1 with the 3

or even 1 and the 9 key on the numbers pad.

 

It just seems more natural to do it that way rather than to have to remember a string of numbers.

 

Sure, whatever keys you want. I was just illustrating how 6 keys, whichever ones they are, are enough to handle all the rotations.

 

Can someone explain to me what the "z" rotation would do? It's a 2d representation of a 3d block. You can rotate left-right, right-left, top-bottom, bottom-top. That's it isn't it?

 

The most intuitive way of thinking of rotation in three axes, I find, is to think of it like an airplane that can yaw, pitch, or roll. Of course, you have to strike a balance between being intuitive and convenient, and not using too many keys.

 

Honestly, forget the 4 or 6 key layout. The real solution is familiar to anyone that’s done 3D modeling. TFP have already implemented a UI manipulator to translate or scale a selection in the prefab editor (hold G or shift-G, then grab and drag the manipulator in the direction you want). They might as well expand that to cover rotation too, even if rotation only applies to single blocks.

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@madmole or faatal

 

How hard would it be to implement something like this for a "drug/status" effect? This is achieved using Nvidia Freestyle in case you're wondering.

 

Screenshot-12.pngScreenshot-13.pngScreenshot-14.png

 

 

Big Version: https://ibb.co/album/c7LkYv

 

Pretty easy, just drop an image effect on the camera.

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Sure, whatever keys you want. I was just illustrating how 6 keys, whichever ones they are, are enough to handle all the rotations.

 

 

 

The most intuitive way of thinking of rotation in three axes, I find, is to think of it like an airplane that can yaw, pitch, or roll. Of course, you have to strike a balance between being intuitive and convenient, and not using too many keys.

 

Honestly, forget the 4 or 6 key layout. The real solution is familiar to anyone that’s done 3D modeling. TFP have already implemented a UI manipulator to translate or scale a selection in the prefab editor (hold G or shift-G, then grab and drag the manipulator in the direction you want). They might as well expand that to cover rotation too, even if rotation only applies to single blocks.

 

Actually if you want the z you should really use the whole number pad. There would be 4 of what we are calling "z". They would be the equivalent of a combination of the others. So the z-rotations would be equivalent to these: Right-up, Right-down, Left-Up, and Left-Down.

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A week ago it was mixed, then suddenly tons of positive reviews? Looks like someone is using bots to spam positive reviews to me.

 

God forbid you ever say something positive.

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How does that interact with needing the saw table to make unusual wood shapes?

 

We still need to have some meetings about how to sort everything.

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It would be nice if you could hold ctrl and use the mouse wheel to scroll back and forth through the rotations.

 

CTRL is sneak I think, unless thats just me.

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Joel, are we getting some videos soon? (apart from this friday prime's stream)

 

Uploading one now.

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all aboard the hype train...

 

next stop: A18!

 

7cqt.gifD'OH!

 

Lets hope A18 holds together better than that lol.

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What's causing AI Survivors to be pushed back so much? First Alpha 17, now not in Alpha 18.

 

Rekt seems to be surviving just fine.

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We still need to have some meetings about how to sort everything.

 

Would be cool if the table saw could be used to make custom blocks/textures. Like it can take photos or art off your computer and transpose them onto the block. Or just a paint editor. Making custom doors would be an awesome possibility. Think artist workstation.

 

Maybe the next game:indecisiveness:

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About the rotation and key bindings...

 

It would already be great if shift-LMB iterated the orientations list backwards. I think there's no need to go Blender and bind X, Y and Z to choose rotation axis...es? Axes? Whatever. Just ctrl-LMB to iterate through X, Y, Z would do the trick.

 

That way, instead of clicking 23 times for your perfect orientation, missing it by one frustrating overclick, starting over and clicking LMB 23 times more (and again missing it by one), even in second-to-worst case scenario you would click ctrl-LMB twice to get your correct axis, LMB 4 times to miss your angle by one, and shift LMB to get it back to where it was.

 

So... 71 clicks reduced to just 7, with ctrl and shift. How would this sound? I think we might see a drastic drop in rage quit statistics.

 

People who are on to advanced building are not rage quitting lol.

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Rekt seems to be surviving just fine.

 

Not if I have anything to say about it.

 

Me: HI Rekt

 

Rekt: I will trade with anyone, even an idiot like you.

 

After the trade.

 

Rekt: Don't let the door hit your backside one the way out!

 

Me: No problem! Goodbye!

 

Leaves door open. lol

 

Rekt: %^$#%#$!!!

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so with alpha 18 coming out will the minimum requirements for pcs to run this game be higher than what was needed for alpha 17? like what kind of min specs are we looking at for maybe 30fps?

 

I'm not worried for myself just the humans who have low end pcs who will be complaining about the game not running good. personally I'm fine with 30 fps since that what my old pc was capable of with this game and feel anyone with a low end pc shouldn't complain if a game gets 30 fps otherwise they should upgrade their pc if they want better fps.

 

No 18 runs way better than 17. WAY better.

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No 18 runs way better than 17. WAY better.

 

Then you better go catch it then.

 

Hope your fast! ;)

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Says, video is unavailable?

 

Should be working now?

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It works.

 

Awesome, we builders are gonna have much more fun,I mean we`ll be much more productive and everyone will learn how to be !

And I just can`t skip the way the hills around you looks. They are gorgeous.

 

Again, good job Pimps !

Edited by beerfly (see edit history)

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God forbid you ever say something positive.

 

As you mention him, Roland already know how to do his job :)

Edited by beerfly
Uuum, wrong words. Autocorrect sucsk. (see edit history)

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Should be working now?

 

Ya, just watched. Looking amazing as hell! Also, Advanced Bellows :fat:

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Thanks for the video Madmole, I'm a big fun of the new shape selector! It's a neat design that leads to a simpler and more intuitive user experience.

 

Also I'm thrilled about the performance improvement:)

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New shape menu revealed!

 

Love the video. The new block system looks great.

The textures are awesome!

 

You were talking about deleting a misplaced block in your video. What if you could pick it back up instead?

 

 

Also the music is cool to.

Edited by sillls (see edit history)

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New shape menu revealed!

 

Nice, that is really cool, great work now I am really stoked for A18 as well.

 

Some Suggestions:

- How about adding a 30 (or less) second times to a placed block when placed that allows pickup in it. So misplaced blocks can be recovered if you are fast enough.

 

- How about using this system to pick rotations as well, maybe not A18 but picking rotations from as list of icons could be easier than cycling through them. The UI code is there so it could be easy to convert.

 

- Will you apply this to the Letter blocks as well, since there are a bunch of them (all numbers and alphabet) it might save some more recipe space, but you may have already thought of this.

Edited by Haidrgna (see edit history)

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What is wrong with it?

 

It may be worth adding the ability to rotate the blocks in the opposite direction, for example, if you pinch the Shift while rotating? Very often you need to go back one position, and not rotate all the options. Thank )

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Some questions for Alpha 17, will this be changed in Alpha 18?

- loudspeakers do not attract zombies when they sound.

- stones do not wake zombies, even if a stone falls into a zombie.

- spikes do not have stripes of damage, and it is sometimes difficult to see from them whether they have damages

- zombies react very strongly to the sight and greatly change the trajectory of movement) birds, for example, sometimes fly just tail forward))

 

Thanx )

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