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Awesome! |
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Now that the collectible clocks are an official part of Neverball, it just seemed appropriate to port the functionality. Since calling the game client directly from the game server is not an option in Nuncabola, I reconstructed the gained time from the timer commands in the command stream. It works as long as the time increases are positive integers. Maybe we should consider something like CMD_GAIN_TIME to make things more robust? BTW, I haven't really been active lately, but I did notice that a number of cool features were added to Neverball in the last year and a half. My favourite is probably the resizable window (and in turn the resizable GUI). |
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Good to have you back! I feel like I'm doing Neverball development in slow motion, myself, because life just gives me a couple hours here and there. For that reason I haven't thought much about the gained time issue, but, yeah, seems like it should be a (stateless) replay command. |
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Slow motion or not, not only are you still around after all these years, you continue to move things forward. Not many projects have maintainers like that. As for the command, if it were stateless, how would the client know how much time was gained? I was thinking of having the command carry an integer containing the accumulated total amount of time gained in either seconds or 1/100ths of a second. This would be similar to the way coins are handled: a coin is picked up, its value is added, and the result is reported via CMD_COINS. Such a time-gained command would then remove the need to call incr_gained from the server. |
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Yeah, I meant stateless in the way you described: the command would hold the total value rather than a delta value. |
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On Windows Terminal, when you try to download with using HTTPS from cURL command, this causes certificate error.
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I'm still waiting LWJGL 3.3.1 support... |
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Hello, a small update for Nuncabola is available. Nuncabola 0.201
Some technical comments (@parasti): Replay compatibility With the introduction of moving entities, a change was made in Neverball to ensure that only a single mover is used for a given path. Previously, new movers were created even if different bodies shared the same path. There was an earlier discussion that touched on this. I think it's a sensible design decision. It does, however, cause trouble with mismatching mover indices in certain older replays. For Nuncabola, I added a bit of code to the game client to remedy this by remapping the mover index as needed. Furthermore, Neverball no longer supports dynamic item creation based on replay commands, presumably because it would have been hard to reconcile with the mover system. Again, the right decision, I think. However, it affects older replays if the item order in the level has changed in the meantime. To fix this, Nuncabola will try to locate picked-up items by their type/value/position, also accounting for coins that were moved slightly. For newer replays, the specified item index is used as usual. As an aside, do we still need dynamically created balls? (Were they ever really needed?) Hierarchical paths This is a cool feature, too. Should Timer calculation There's a small bug in Also, in Ball resizing I didn't adopt the new way of calculating the ball size when resizing because it's dependent on the UPS rate. If the rate were, say, 91 instead of 90, the ball might never stop growing or shrinking. Particle rendering With particle rendering in Neverball no longer being based on point sprites, what's the rationale for |
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Just wanted to let anyone who might be interested know that as of version 0.199, Nuncabola supports clock items.
As usual, downloads are available from the Nuncabola website.
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