In the Chasm of Fate, after you defeat B'Joril the TimeMaster, you're supposed to get 1 piece of Titan class armor, and a random roll for 1-3 Peacock Plumes, but every time my group only gets the armor, and never any Peacock Plumes.
The devs really rushed this one out. I can't believe they expect people to pay 12 dollars a month for this.
So serious question- right now its not accepting connections to the (websocket? haven't looked at the code) server as its out of connections.
Any theory as to what the most likely bottleneck for something like this is? I've been tempted a few times to put something like this together, and never been sure where its most likely to fall apart.
It's probably just running a single instance that has a set limit of maximum connections. Unlike a big MMO where you connect and you get "forwarded" to one of their hundreds of servers with free spots.
The parent asked not why it's not accepting connections, but rather where the bottleneck is. It's a useful question if one plans a similar setup so one can plan to avoid this real-world overload scenario.
This is great. I much prefer this experience for viewing than the zooming ones that people posted right after it came out. This seems much more immersive. Great work!!
Yeah the only issue with this one is exploring the underground bits are difficult. It's practically impossible to get down the holes near the Mario bit in the east.
Tip: As others mentioned, you can switch to a ghost by clicking on yourself, allowing you to pass through solid objects. Once you are in front of a solid object, you can click on yourself again to return to your normal self and travel more quickly through the solid object.
To write really long names, use chrome console, type avatar.msg="I AM 123456789012345678901234567890123456789012345678901234567890", close the console and press return on your screen
I think its a beautiful cartoon - I'm just worried that it sounds so wistful, did something happen in the author's personal life to make it so contemplative?
I'm curious - how did you handle the collisions with objects? Did you run some sort of algorithm to auto-detect which objects should be solid, or was it all done by hand?
It's nothing to do with the language, it's to do with the threading model. It's a much argued about topic nowadays: one approach give peace of mind to programmers, and the other one gives peace of mind to users.
I was thinking the same thing! I actually considered doing something like this (using the image as a game map) last week, and being able to jump/fly around with a jetpack or something (or maybe import antigravity), but then realized I had no idea where to even begin. This project will be an excellent starting point.
In the Chasm of Fate, after you defeat B'Joril the TimeMaster, you're supposed to get 1 piece of Titan class armor, and a random roll for 1-3 Peacock Plumes, but every time my group only gets the armor, and never any Peacock Plumes.
The devs really rushed this one out. I can't believe they expect people to pay 12 dollars a month for this.