I'll look into both of these today🙂
Is there any chance you remember what action created the second stack, instead of the single stack (picking up from the floor, picking up from the inventory of a container)? Any context helps🙂
Hey everyone! Look at me using the Space Abyss Community to post this! I actually pushed an update late last week and then.... didn't post it. So the sever has been updated since Friday.
Mostly - a bunch of fixes with this update.🙂
## [0.1.4] - 2020-06-05
### Added
- is_full_game_file_index property to object types. Now things that store energy can visually show players if they are full or not.
- You now receive a more clear success message when landing on a planet, and your ion drives are refilled.
- An error message if you are trying to place a floor, and there is no coord below.
### Fixed
- A little if statement bug that caused the right animation to display instead of the left animation sometimes
- Issue with text going off the game screen.
- Ice can now be mined into ice containers
- Kick beans, when planted, now turn into kick plants, not kick beans
- Multiple issues with tint and object names
- Multiples of the same effect type will now be displayed
- Bug with monsters spawning things
- AI's spawning defensive monster types
- If the object in an inventory item can no longer be found, the inventory item will be deleted.
- I BELIEVE that I have fixed another bug with monsters not showing up on the correct tile.
### Changed
- Object types now use a max_energy_storage property instead of max_storage for clarity
- Object types now have a is_active_frame_count property instead of a frame_count property, again for clarity
- Energy storage can now be assembled, and not just spawned on certain ships when they are created.
- Expanded the energy storage capacity of AI batteries, and made them more difficult to assemble.
- Assembly requirements from Ship Shield Generators and Voon Steaks
What are captions? Captions can be a description of an image. Either going for accuracy, or even being funny (but relevant).
Caption rules: https://communities.alphacoders.com/topics/view/6765
Scoring page: https://alphacoders.com/contest/score/78
If you aren't sure about what decent captions look like, always feel free to visit the recent captions on Wallpaper Abyss ( https://wall.alphacoders.com/captions.php ), or ask one of the mod team.
I wish everyone the best!
Quite a few more changes regarding the effect sprites. I'm working on building up a tutorial and an in-game helper. As I do that, I'm naturally going to be touching up/improving quite a few game systems here and there. So that's most of what to expect in the next update or two :)
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## [0.1.3] - 2020-05-27
### Added
- Healing effect sprite, hacking effect sprite, piercing effect sprite
- I'm testing the idea of an in-game help system. Added a 'help' button next to the chat buttons. When clicked, this will pull up
the most recent failure messages that a player has received, more text about them, and link them to the relevant tutorial page.
### Fixed
- There were quite a few bugs with the new effects. Just visual things like not following monsters, or not disappearing all the time. Lots of fixes for theses
- Bug with attacking objects leftover from testing dependancy issues
- Events spawning in the galaxy was bugged. They weren't getting the galaxy coord at the time of the event insert. Fixed this.
- Player attack now has all the possible damage types added/calculated.
- Fixed many major bugs with pathfinding
- Galaxy events weren't listening to their limit. Now there's over a hundred asteroids in space XD
- Mining in your ship could cause you to not be able to walk around your ship anymore if the tiles were full.
- Bug with calculating player HP when defending from monsters
- Taking part of an inventory item would make it disappear until your client had to re-pull the information for that inventory item.
- Logging into the game should work better. The client needed a connected response from the server, but sometimes the server would send that before
the client was ready to accept it. Why? No idea! Now the client will ask for that connected message every few seconds until it receives one it
is ready for.
### Changed
- Spacelane Beacons, Algae Power Cells, and normal Power Cells now assembly requirements.
- Manufacturer assembly requirements. No longer requires nano bonders. I think in general I like having one or two main requirements for something,
rather than a main requirement and a 'bonding/linking/ agent. This changed the manufacturer's salvaging too.
- Merged mining and salvaging beams with the new effects sprites
- Lots of updates to make mining and salvaging flow better
- The spawning rate and decay rates of things were really out of whack in practice. Changed decay from one tick every 10 minutes to one tick every 2 hours.
Changed spawning from one tick every 2 hours to one tick every 10 minutes.
So I finally got to the point that some of the game files were just too huge to work with. Necessity dicated that I spend some time figuring out how to work with my circular dependency issue - and it turned out to be really simple. Standard node.js requires outside of a module's own exports. Go figure🙂
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## [0.1.2] - 2020-05-19
### Added
- Mini Drones now drop batteries
- CNS Stimulant can now be made from Kick Beans in the Food Replicator.
- Heat effect sprite
- Object types (including bodies) can now be weak to electric attacks. The machine body is weak to electric attacks.
### Fixed
- Thiol Extractors can now be assembled.
- Some object spawners were bugged.
- Stairs can now be placed at level 0 and above again.
### Changed
- Ore mined in a ship now defaults to dropping somewhere on the ship floor. Players can build storage containers to
auto stack ore.
- Wow I'm stupid. This whole time I've been adding in game files, and then passing them as parameters to subsequent
game files. This has meant that if a function needed to talk to many part of the game, that function would have to be
in one of the last files loaded. Turns out.... I could have just done things a more normal way from the start, and
just require the other files outside of the module exports. More server files will be created as I decouple the massive game.js. This
ended up being a MASSIVE refactoring of code - but I can split up the codebase so much better now.
- Tons of other game code refactoring.
- Re-did effect sprites. Effect sprites now have a specific image, and a more generic type associated with them. Instead of laser sprites, melee sprites,
it's all now effect sprites using the different textures.
This was an interesting one to work on. A lot of different sytems that I've built or modified. I've long wanted the surface of planets to be larger, and coded in a way to support that, with the surface and underground level sizes of planets being specified separately.
I messed around with just having NO planet coords where there are underground walls; but that ended up being such a big buggy rabitt hole, that I tabled that for the time being.
## [0.1.1] - 2020-05-08 ### Added - Players now have a skin_object_type_id - which is how we are planning on supporting Space Abyss financially - cosmetic skins. - Added the basics of the skin and promotion system. - Added support for elevators - Support for planet types having an above ground size, and a below ground size. Centered the lower levels so they weren't at the top left corner of the planets, but rather the middle. - Since we currently only support one object/object_type per tile, if a monster drops something and that tile already has something, instead of just not dropping it, the game will check the tiles around the monster to see if it can drop there. If it cannot do that either, it is added to a queue of things waiting to drop (not currently used). ### Fixed - Defense from eating is now applied properly. - Moving through water works better now. ### Changed - A bit of work on areas and market linkers. Still a long ways to go on this front before it works intuitively.
Hello everyone!
Recently the moderator team has been working on trying to improve our moderation for video game content. To this end, I'm posting some guidelines for video game content that are meant to make things more clear, both for users, and the moderator team. At the end of this post you will see exactly the criteria that moderators are using when moderating video game content.
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What kind of video game content is allowed on Wallpaper Abyss?
The basic idea is this: Is the image a good or great representation of the game?
We use phrasing like, 'Exemplar in its class' - this basically means - is this piece of content an example of this game at its best?
Example 1: Developer Content
https://wall.alphacoders.com/big.php?i=1077546 Most developer created promotional material is A-OK!
If the developers are using these images to promote their games, they are looking to showcase the game at its best, and most of the time this content is perfectly fine on Wallpaper Abyss.
Example 2: Screenshots or Photo Modes. This tends to be a borderline area.
   Are you playing the game at the highest settings possible? This helps!
   If the game supports photo mode, or other ways of increasing screenshot quality, use them!
   Is there an in-game HUD or menu? This would not be considered good wallpaper material.
   Is the scene noteworthy?
   There can be hundreds of screenshots of a single character. Stuff like this wouldn't meet the 'exemplar' criteria.
   This same principle would apply to things like environments. Try to stick to things that highlight the game.
   Try to use your best discretion, and if a moderator moves something, please ask them, or another member of our team about it.
Example 3: Fan art
Generally OK as long as follows the general showcase quality guidelines.
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For moderating video game content, follow these guidelines.
   1. Are there clear examples of better quality screenshots already on Wallpaper Abyss? If not, the user is probably playing the game at whatever the max settings curretly are.
   2. Does it look like the scene may be noteworthy?
   3. Are there are a large number of similar screenshots on Wallpaper Abyss. If so, the scene probably isn't noteworthy.
   4. Is the content in the screenshot something that someone that plays the game would probably be interested in?
   5. Is the composition good?
   If a screenshot matches the positive side of most of these questions, allow it on WA.
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Please let me know if this kind of post helps, and if you have questions about it!
I've completely re-done quite a few systems - the biggest of which is the monster spawning system. The old system was very static. The new system is dynamic, and should be able to be changed without even a server restart, while the old system would have required a planet to be regenerated.
## [0.1.0] - 2020-04-21 ### Added - Monsters can now spawn in space. - Comets spawn in the galaxy. They can be mined for ice blocks - A new property to object types - spawns_in_galaxy. Boolean. This lets the asteroid system turn into more of a system for anything that spawns directly in the galaxy - Objects like asteroids and comets can now move around the galaxy - Monster types can now be weak or strong to all damage types - Object types can now be weak or strong against heat/freezing damage types - Message text whenever something levels up. There was previously intermittent support for this, but it wasn't obvious enough. - The server is now sending conversion linkers to the client. The result parts of the conversion linkers aren't sent. This still removes a bit of mystery, but being a farmer in Space Abyss basically sucked when you had to scroll through your entire inventory every time. - Admins can reload an event and all it's linkers and planet linkers from the database while the server is running ### Fixed - Some spawners that don't spawn with HP and can't be attacked were failing to spawn things since their hp_percent was NaN. - Picking up Life Water - Equipping wasn't working for some of the Exodium and Quick Matter set - Lots of skills weren't updating properly. Lots of little broken bits around that system. Fixed them. - Various bugs with switching views - Display issue with the Primordial Ooze Pool - Asteroids would show up on any view when they moved - made the shouldDraw checks more consistent on all views, and fixed quite a few bugs that showed up from that. - Spawned events were being deleted from memory, but not the database. This caused a bunch of old spawned events to always appear after a server startup, delaying events. ### Changed - COMPLETELY changed how monsters and objects spawn on planets. - OLD WAY: Previously, there were set objects and monsters during planet creation. A big downside of this is that I needed to regenerate a planet everytime I added in a new object or monster that I wanted to spawn on the planet. If the number that spawned felt wrong, I had to re-generate the entire planet. If there was a bug and players destroyed something they shouldn't - I could either manually add it back in or... regenerate the planet. - NEW WAY: Monsters and objects spawn via the event system. So I can change a monster or objects spawn behavior without regenerating the entire planet. - Changed the frame count and attackability of various spawners to work with the new system. - Most edible things have had their duration doubled. I've found that only 10 ticks as a minimum goes by really fast. So the new general minimum is 20 ticks.
0.0.13 is NOT 0.1!!!
I really thought the next release would be 0.1. However... I decided that I wanted an event to spawn a small ice block on a Frozen planet. I then wanted that small ice block to slowly turn into a large ice block.
So I re-did the spawning system. Which led me to some major bugs in the event system. So I've done and fixed all that. Unless I find something else crazy broken, 0.1 is next with the ability for monsters to show up in space.
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## [0.0.13] - 2020-04-02 ### Added - A bit of work on Frozen Planets. They can now generate successfully - and added an ice block event. ### Changed - COMPLETELY reworked the spawning system to incorporate the growing system, and turned it into a linker - so monsters and objects can spawn/turn into different things with different % chances, rarities, requirements, etc. The system is vastly more flexible, and the code that runs it is better. ### Fixed - I didn't realize how broken the event system was. Even just spawning a basic small block of ice as an event wasn't working properly. Spent a lot of time improving and fixing bugs with the event system.