Hi! As long as you upload them using "Upload and Publish" from the map editor toolbar, they will be available from the map repository for all updates. The updates will remain backwards compatible.
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Thanks, though I rely mostly on spamming attacks (especially when slow motion kicks in). Also, you can essentially hover in place while attacking downwards, which is a good way to clear out enemy stacks.
Spectacular game, really!
The movement mechanics are very fluid and the color palette is simply beautiful.
It took me a while to realise there is infinite jump, at first I thought I was walljumping :P
shame that it doesn't save your progress :(
This is where I got after ~2 hours of playing, but I closed it afterwards and didn't get to try out the unlockable characters.
Great work, good luck with Ducksoup Dungeon 2!
Hi, amazing songs, I am impressed! I showed your theme remix to the maker of the original and he really liked it too!
Is it okay with you if I use the songs for the next SV release? I'll credit your name on the title screen, of course.
Oh boy, reading comments like this hurts me even more for neglecting this game :'(
It's a little bit of both, really. Work and other obligations take way too much of my time.
But what I am working on now is also part of the reason. Rewriting the multiplayer mechanism keeps proving to be way harder than I expected. I am scouring my code for parts that I must rewrite, testing my changes is tough, mistakes are hard to debug, and I am essentially at a point where I feel I am re-doing old work in a more complex way, only to have moderate satisfaction when I'm done. All this takes away the fun part in developing the game.
Obviously, the game is not "abandoned". What I intend to do, is to finish up all the stuff I've started so far (no starting on new features anymore), publish a cumulative update, and then take a much needed break from SV to work on other projects. I am considering cleaning the code and putting it on GitHub, so maybe other people will contribute on the game too.
TL;DR game is not abandoned, but progressing really slow.
Sorry to keep you guys waiting, and thank you for sticking along. Your feedback is really what keeps me working on the game.
After a long search, this is the easiest solution I could find: use gamepad-tool from http://generalarcade.com/gamepadtool/
See also this post:
Let me know if you run into any problems!
A lot more suggestions than I can handle :)
Some of these can be done, a few can't, and some need too much effort to be worth it. I don't want to make a huge answer again, so I won't elaborate.
Long story short, some of the proposed features can be done, and hopefully will. But I am currently working on other things, and don't want to postpone them, so it will be on a later update.
Discord sounds good, but I have never used it before, so I need some time to check it out myself first. I don't want another responsibility in my head without being ready for it.
Again, thanks for the suggestions, I appreciate them.
All these features make me anxious thinking of the amount of work they need :) mostly testing, that is.
But it's nice to see you are so dedicated.
- Question about "game rules": do you actually mean map rules? Because game rules are customizable by the player, and I think you want map-specific uncustomizable rules.
- Game rules / can't respawn: you mean essentially making a "last man standing" mode?
- Game rules / max bots: I'd rather not force such limits. Isn't it better to have it in the map name like others do? E.g. "My map [max 8 players]".
- Game rules / gravity: I may add it I guess, along with the "jump speed" which has been requested again. I still don't think it's a good idea though.
- Properties / can't respawn: you mean objects that are only for the first player to reach them? Or objects that can be taken only once per player?
I don't think this would be a practical method for map editor since you usually need more accurate movement to design properly.
I could add it as a temporary measure, e.g. to only use spectator camera if you hold down middle mouse button.
I'll give it a try and add it to the next release if it is easy to use.
Hi, thanks for the suggestion. It's been requested before, and unfortunately it's not easy to make. It would require changing a lot of fundamental mechanisms in the game (remake weapon models, change current soldier animation, ensure nothing breaks the AI or the multiplayer etc).
So I probably won't make it because it is too much trouble for the end result. Sorry.
Thanks for the suggestions! I already intend to add some of these, possibly in the next update.
Unfortunately, it's hard to add a melee weapon. It's a problem to use in multiplayer with laggy connections, and most importantly it's hard to adapt the AI (teach them how to use it, teach them to dodge it etc)
Thanks a lot for testing and letting me know!
Not preferring to use sudo is completely understandable. I mentioned using it to be sure it works fine, but truth is I should test the requirement when releasing a version. It's just that it takes time :(
Also good to know cross-platform networking works. I used low-level networking so I would expect it to, but haven't really tested it.
To be honest I haven't tested the latest versions of the game on Linux :/
if you see no problems when running as a normal user, then it shouldn't be necessary.
Or perhaps you are asking because you have no su privileges on your account? If so, I can test it and let you know.
This has been mentioned before as a suggestion, however it is a lot harder to make than it sounds :(
I recommend playing on open large maps, such as "D-day" maps, as the bots jump less there. You can also use Caps Lock / F2 which toggles slow motion.
Bots need AI waypoints for each map to be able to navigate around it. "waypoints" are essentially paths from/to numerous points on the map.
When you "Build AI waypoints" for a map in the map editor, what really happens is that dummy soldiers try to traverse each of these paths (in about x1000 real-time). When the process is complete, each path is marked as valid depending on whether the soldier managed to reach its end.
The problem with the above process is that the test must be done with the same stats as it is done in-game. This means that jump speed, walk speed and gravity must be constant. Otherwise, the bots will be unable to guess whether a path is crossable with their new stats.
So it can't really be done. Sorry :(
From what I've seen so far, revenue from ads is rather small. I wouldn't mind that, but I don't think it's worth compared to keeping the game clean.
Besides, some people have occasionally been kind enough to make small donations by themselves.
Thanks for the suggestion though!
Sure, it would be possible at that point, but please understand it would be a very long time until this happens.
As the game has become a larger project now, one disadvantage of this is that it takes me quite a while to get new things added, so progress can be very slow.
That would be nice to have, but is hard to fit in the current game's design :/
Battle royale would require building huge maps, which the game currently doesn't have.
And the second and most important problem is the AI not being easily adaptable. It will have trouble playing on such large maps, and will generally not work well with this gamemode without tons of work.
As such, I would rather put this time and effort into making less demanding improvements on the game.
Normally no, it doesn't.
However, if you are connecting through a router, the router's security settings might prevent you from connecting to each other.
In this case, you should look into your router settings to find the problem (Google helps). Alternatively, you can create a wifi Hotspot on one computer, and have the others connect to it.
For 3d: click "play 3d" in the main menu, enable the "use gamepad" checkbox (under the "player name" input), click the "config gamepad" button that appears, and follow the instructions.
For 2d: click "play 2d" in the main menu, disable the "standard controls and mouse for player 1" checkbox, click the "config p1 gamepad" button that appears, and follow the instructions.
Let me know if you have any problems!
Theoretically it's the same as if you were both in the same router.
If you tried it and can't see each other, then it means that your router configuration is preventing you from establishing the connection.
Setting things up properly depends on your router and extender, and sometimes it just plain won't work. So there are two possible solutions:
- Try making a wifi hotshot from one computer, and configure the extender to use that. This might work better than using the router, as routers have very restrictive protocols.
- If that doesn't work either, your best bet is to use Hamachi or Tunngle as if you were in faraway places. This will require you to be connected to the internet.
Let me know if you need more help!