HB was down some days ago too, but only for half an hour.
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Quote from: Xrayez on December 28, 2017, 09:13 AMThere's a worms clone I'm working on as a sole developer, mostly as a replacement to playing W:A. The game engine I'm using supports exporting the source code to: Android, iOS, Mac OSX, Windows Universal, Windows Desktop, Linux... and recently even HTML5 for web browsers.Hey that looks quite good so far! Good job! I've put Godot aside for an unrelated idea too.
Quote from: Xrayez on December 28, 2017, 09:13 AMBut... Performance trade-offs is something to consider when developing for both mobile and desktop platforms. Lets be honest, desktops are far more powerful than mobile devices.Of course. All I noticed is that Worms run on every potato PC. But I fear the ARM architecture is a huge factor where the required work is located.
Quote from: Xrayez on December 28, 2017, 09:21 AMI am aware that the input is special compared to other games. Surely I'm naive on how hard it is to implement on Android
As I know, W:A relies on input-driven simulation. It would be quite difficult if not impossible to implement deterministic, input-driven simulation across different architectures, operating systems, compiler versions, floating point calculations optimization etc... Most games rely on state-based approach instead, where, for instance, the worm's position is recorded every frame and stored in memory, while input-driven implementations allow to fire-off recorded keystrokes at specified frames to fully reconstruct the world's state at any point of gameplay.
Quote from: TheMadCharles on December 28, 2017, 01:41 PMEasier than what? Programming that? For sure. But I guess once it's made it is easier to communicate with the external chat for all other players who have that chat not open seperatley. Using the ingame chat wouldn't be a dividing thing too then. I am not sure what problem there would be with replay files, aren't the messages saved there too?
Isn't just having a 2nd monitor pulled up to the twitch chat the easier solution?
Quote from: TheMadCharles on December 28, 2017, 01:41 PMI get that you're referencing Minecraft's onboard streaming capabilities here, but what about switching between writing on your Twitch chat and writing to the game chat?I dont know the Minecraft chat tbh. If I decide to write in the Twitch chat, the script recognizes it as a regular message and still posts it into the ingame chat. If I post ingame instead, it does the same with forwarding it into the Twitch chat. The script only recognizes it's own messages and ignores them so it is not starting to loop. That is the plan.
Quote from: WTF-8 on December 28, 2017, 02:02 PMYeah but (sadly) that is what Twitch users are used to anyway. If I use a second monitor and chat there instead it still is the same problem. The good thing is that if Twitch is enhancing the latency some day, my idea should be instantly faster then, too.
considering that the stream is typically far behind the actual game, it'd suck to chat with these delays
Quote from: WTF-8 on December 28, 2017, 02:02 PM
https://worms2d.info/WormKit