most of the times the bots gets hit to my blue (front) baits on limit cut even though i cannot be any more forward than i alrdy am and idk if that's my fault or not x_x
like are real players meant to adjust and move to the side more or is that just my fault?
The bots occasionally will screw up limit cut positioning, but if it's happening more than 1/10 of the time it's something you're doing. Make sure you sprint, maybe try toggling the snapshot display (there's a checkbox in the corner) to see how early you can start moving. Also try watching the positioning of the bots, maybe you're too far out or angling CC wrong.
Very nice sim! The only complaint I have is that Inception seems to bug out occasionally with the true heart not absorbing one of the puddles. Otherwise, a very solid sim, thank you so much for making it!
That's actually intentional- I've seen far too many wipes to that in-game, so I erred on the side of making the positioning more precise. The bots don't really know what to do when it happens, but it's a fail-state so I figured that's ok. Thanks!
Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)
Oh my god! I was going to interview you for my YouTube channel but the scheduling just never worked out, but you sent me a demo of Roggle and it was fun as hell, I still think about it pretty often. I'm 99% sure I lost the demo, sadly. What ever happened to that project? It looked like it was going really well, then all your social media went dark. I honestly thought you were probably dead.
Hey DangerMomentum, is it possible to add a "completions" field somewhere on the screen? Very simple really, just: 1) If you successfully complete the simulated mechanic, completions +1
2) If you, the player, die; if you change mechanics; if you hit the reset button, completions = 0
I would love to be able to set a standard for my static so we can be sure we all know these mechanics.
Thanks for the post! I considered it, but decided against it because I thought it was hard to decide exactly what constitutes a success- is it still a success if the player killed another bot? What if a bot died but it wasn't the player's fault? Still, I definitely see the value in having a score like that. If I have some time I'll take another look at it and see if I can add something simple without too much work, but it might be a little while before I get a chance.
For our purposes, I think it's fine if the player themselves survive. I think the questions you pose are super valid ones, but the simplest form where only the player surviving to the end matters is good enough for the purposes we want in our static. The way I would use it is, please play the simulator until you have 10 completions (or whatever is appropriate), then show me a screenshot as a receipt of your accomplishment. That allows me to have some level of confidence that people grasp what's going on in the mechanic.
Hopefully that should be the bare simplest form of this idea, too.
I started learning TEA a week ago and your work here helped me prog through LC, Inception and finally Wormhole very quickly. Very good sim, thanks a lot!
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most of the times the bots gets hit to my blue (front) baits on limit cut even though i cannot be any more forward than i alrdy am and idk if that's my fault or not x_x
like are real players meant to adjust and move to the side more or is that just my fault?
The bots occasionally will screw up limit cut positioning, but if it's happening more than 1/10 of the time it's something you're doing. Make sure you sprint, maybe try toggling the snapshot display (there's a checkbox in the corner) to see how early you can start moving. Also try watching the positioning of the bots, maybe you're too far out or angling CC wrong.
thanks for the sims,i hope there are more mechanic soon
Very nice sim! The only complaint I have is that Inception seems to bug out occasionally with the true heart not absorbing one of the puddles. Otherwise, a very solid sim, thank you so much for making it!
That's actually intentional- I've seen far too many wipes to that in-game, so I erred on the side of making the positioning more precise. The bots don't really know what to do when it happens, but it's a fail-state so I figured that's ok. Thanks!
Ah okay! Thanks for letting me know! Wonderful sim though! :)
Error: Couldn't load project data at path ".". Is the .pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension)
Sounds like you tried to run it without unzipping it first.
im running it in the browser
I would recommend trying the standalone version, then.
Are you the same DangerMomentum who was developing Roggle back in 2016?
I am! Didn't expect anyone to remember that, lol
Oh my god! I was going to interview you for my YouTube channel but the scheduling just never worked out, but you sent me a demo of Roggle and it was fun as hell, I still think about it pretty often. I'm 99% sure I lost the demo, sadly. What ever happened to that project? It looked like it was going really well, then all your social media went dark. I honestly thought you were probably dead.
Oh yeah! I remember that. I just got busy with real life stuff and dropped the project. One day I'd like to give it another shot.
If you're interested I'd be super down to collaborate with you on it, I think it's got tremendous potential.
Hey DangerMomentum, is it possible to add a "completions" field somewhere on the screen? Very simple really, just:
1) If you successfully complete the simulated mechanic, completions +1
2) If you, the player, die; if you change mechanics; if you hit the reset button, completions = 0
I would love to be able to set a standard for my static so we can be sure we all know these mechanics.
Thanks for the post! I considered it, but decided against it because I thought it was hard to decide exactly what constitutes a success- is it still a success if the player killed another bot? What if a bot died but it wasn't the player's fault? Still, I definitely see the value in having a score like that. If I have some time I'll take another look at it and see if I can add something simple without too much work, but it might be a little while before I get a chance.
For our purposes, I think it's fine if the player themselves survive. I think the questions you pose are super valid ones, but the simplest form where only the player surviving to the end matters is good enough for the purposes we want in our static. The way I would use it is, please play the simulator until you have 10 completions (or whatever is appropriate), then show me a screenshot as a receipt of your accomplishment. That allows me to have some level of confidence that people grasp what's going on in the mechanic.
Hopefully that should be the bare simplest form of this idea, too.
It would be awesome if you could add settings to choose what number to get during LC or what debuff during temporal statis etc.
I started learning TEA a week ago and your work here helped me prog through LC, Inception and finally Wormhole very quickly.
Very good sim, thanks a lot!
Glad it helped, good luck pushing through PA for the clear!
Solo XIV TEA Sim Gameplay
https://youtu.be/rkh01UAaWlw