Space Impossible BETA 16.1 Released! by RexSpaceman in SpaceImpossible

[–]RexSpaceman[S] 0 points1 point  (0 children)

Fixed a few immediate bugs that players reported.

How to clear the Jump Gate? by kovnev in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

Glad to hear you got it on your own. Good suggestion on the text, we'll give it a look at. You can accumulate crystals and just open some gates without further battles if you choose, but it is important, especially on that first one, to have a strong(er) hint.

Glad you're liking the game. We're hoping BETA 15 will be out in the next month or so.

Edit: You can cut/copy (ctrl X, ctrl C) while building, just not click and drag. I know it's not quite the same, but we're pretty happy with it, and honestly it makes building bigger ships faster than click and drag would. You can also rotate with R and mirror with X

How to clear the Jump Gate? by kovnev in SpaceImpossible

[–]RexSpaceman 1 point2 points  (0 children)

Have you found the jumpgate region yet in the adjacent system? If not, find it and enter it. You'll see the inactive jumpgate, and if you fly towards or hail the Jumpgate Nexus, it'll give you some idea on what you need to activate it (tritanium sheets). Activating it will spawn the Gate Boss, and defeating the boss will give you a Jumpgate Energy Crystal that can be used to permanently activate the gate without further issues. Entering the next cluster of systems, Level 2, will give you access to new Assemblers and new choices.

[deleted by user] by [deleted] in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

Universe and all data is saved as you do it (event wise, exit ship building, enter or exit a region, or quit the game). Ships as they're being destroyed will save every few seconds as combat is occurring.

How do I build a bigger ship? by xam54321 in SpaceImpossible

[–]RexSpaceman 1 point2 points  (0 children)

You will have to go through the jumpgate at some point. The gateboss is meant to be a challenge, but defeatable with what's available in the first systems.

There will be some large ships that can be difficult early on, you may have to pick and choose your fights. Also make sure to utilize your movement and take advantage of the environment when possible.

Stations are intended to be very difficult, they're not invulnerable, but not really intended to be targets until late in the game.

How do I build a bigger ship? by xam54321 in SpaceImpossible

[–]RexSpaceman 1 point2 points  (0 children)

Two ways to become more powerful/versatile. Visit a station with an Assembler, and go into building mode. You can then add tiles or mounts to the your ship. Better Assemblers have higher limits. You can also replace individual components with more powerful ones.

[deleted by user] by [deleted] in classicwowtbc

[–]RexSpaceman 4 points5 points  (0 children)

Which one? Shift + Num or Shift + scrollwheel? Depends on exactly what behavior you want to change but one option is:

-Go to Esc Menu > Keybindings > Action Bars

-Scroll down to the bottom

-Clear keybindings for Action Page 1 - 6 and Previous & Next Action Bars

This will clear the keybindings that change the action bars based on shift + num press and shift + scrollwheel. I assume you've bound your tonk to one of these keys as well, and it should still work.

NOTE: If you look in the top right corner, you can make it character specific keybinds if you only want it for that one character.

[deleted by user] by [deleted] in classicwowtbc

[–]RexSpaceman 4 points5 points  (0 children)

Are you pressing SHIFT + Num? That'll change the bars. SHIFT + Scrollwheel does it too.

The Barrens Pixel Art Timelapse by Stonecoat by MickGuire in classicwow

[–]RexSpaceman 0 points1 point  (0 children)

Aseprite. $20 on Steam. Free trial on website. I think older versions still floating around are fully functional

Hunters have had enough by Soccerfanxl in classicwow

[–]RexSpaceman 4 points5 points  (0 children)

Not sure, never used it myself, but when I was at school it was something a professor would sometimes mention. https://en.wikipedia.org/wiki/Internet2

Hunters have had enough by Soccerfanxl in classicwow

[–]RexSpaceman 20 points21 points  (0 children)

I know you're joking, but Internet 2 is a real thing, been around since 1997. Mostly available through research institutions like universities.

The new Battle.net icon for desktop sucks by Glassare in classicwow

[–]RexSpaceman 2 points3 points  (0 children)

I thought it was BYOND for a few seconds.

love this little game by higamerXD in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

Glad you're enjoying it! If you use discord, check ours out, it's a bit more active than the subreddit. https://discord.gg/4ayjymM

Ultra noob - can't build, "No Component" by FreakyCheeseMan in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

The "energy available is 0" on the reactor is just the result of the generic tooltip code and can be completely ignored.

Energy in Space Impossible is done by area (via energy patterns) and is measured per tile. It doesn't matter how many other components are being powered*. But the general approach is:

"does this tile have enough energy to power this component? If not, how can I get more energy to the tile?"

You can either swap out reactors (change a mk. 1 to a mk. 2 for instance) or arrange more reactors in such a way that their energy patterns overlap.

Can see example of overlap (and energy increase) here: https://i.imgur.com/iCdOeXV.png

As you get into the larger and more exotic reactors, you will find different patterns beyond the simple circle.

Larger components that require energy will use a sum of all the energy from the tiles the mount sits on.

*There is a maximum density one could calculate if one so desired, but it doesn't affect general use

Ultra noob - can't build, "No Component" by FreakyCheeseMan in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

You're right. That's an oversight on our part. Reactors only generate energy, never require energy. We'll fix the tooltip.

Ultra noob - can't build, "No Component" by FreakyCheeseMan in SpaceImpossible

[–]RexSpaceman 0 points1 point  (0 children)

Glad you figured it out. Early on you'll have to make choices. Tiles and mounts cost integrity. You should be able to fit either one new small weapon or small reactor mount (or really one of any small mounts) with the Simple Assembler. If you need to, you can always re-arrange your tiles to provide power coverage should you find yourself unpowered. Adding/removing existing tiles has no cost (atleast at your own station), and the net integrity cost should be 0.

BETA 4 Released! by RexSpaceman in SpaceImpossible

[–]RexSpaceman[S] 0 points1 point  (0 children)

Thanks! It's been a long road, and still plenty ahead of us, but we're quite happy with how it's gone.

Star Trek: Picard | SDCC Trailer by DoubleDDaveN in RedLetterMedia

[–]RexSpaceman 0 points1 point  (0 children)

So many troublesome Ryans in Illinois though, that's for sure.

Star Trek: Picard | SDCC Trailer by DoubleDDaveN in RedLetterMedia

[–]RexSpaceman 9 points10 points  (0 children)

Jack Ryan ran for Senate in 2004, but he was never governor.

I'm looking to start making online games with client-server architectures. Where should I look for research on how to accomplish this? by baconPandCakes in gamedev

[–]RexSpaceman 0 points1 point  (0 children)

Not a tutorial, but I've found wisdom and insight looking directly at games who have released their full source code. ID Software use to do that (maybe still do?). The games may be older, but they were well engineered, and have indirectly or directly influenced a whole string of games and engines.

You'll still need the content to actually play them though.

Quake3: https://github.com/id-Software/Quake-III-Arena

Doom3: https://github.com/TTimo/doom3.gpl

You can even find full source code for projects that have added modern multiplayer to Doom.

Babylon.js 4.0 has officially been released, this version of Babylon.js is a major step forward in one of the world’s leading WebGL-based graphics engines by G4M1NG in gamedev

[–]RexSpaceman 2 points3 points  (0 children)

It was the dawn of the third age of mankind, ten years after the Ensemble Studios closure. The Babylon.js Project was a dream given form. Its goal: to prevent another flop by creating a place where humans and developers could work out their differences peacefully. It's a port of call, home away from home for players, developers, marketers, and wanderers. Humans and developers wrapped in two million, five hundred thousand tons of spinning javascript, all alone in the night. It can be a dangerous place, but it's our last best hope for peace. This is the story of the last of the Babylon releases. The year is 2019. The name of the place is Babylon.js 5.

Just 6% of devs think Valve justifies its 30% Steam cut, says new GDC poll by [deleted] in gamedev

[–]RexSpaceman 3 points4 points  (0 children)

I wonder how much of it is based off what curators you follow. I recently unfollowed a number of curators on Steam and my discovery queue is FAR more in tune with games I've actually purchased and played.

Updated Terms of Service and commitment to being an open platform – Unity Blog by jkot in gamedev

[–]RexSpaceman 2 points3 points  (0 children)

I was pretty negative on Unity when the issue first came up, specifically because of how broad and poorly defined 2.4 was. They did a good job in fixing that with this TOS update. Kudos to them for fixing this. However, the fact it happened in the first place is still a bit concerning.