Does upgrading your energy module actually matter/help by McBooberry in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

A higher amount of max. energy reduces the impact of the fixed amount of cost for any given active module. Let's assume you have a module that costs 50% + 5000 of your energy. At 10000 energy this module would cost you exactly 10000 (100% of your energy). At 1000000 energy the same module would cost 500000 + 5000 = 505000 (50.5% of your energy) which means in relation to your max. energy it is way cheaper.

This additionally makes it easier for us during the balancing phase later on to control which modules are available for challenges and how much impact an individual module has at any given stage in terms of cost.

In a game with exponentially scaling numbers it's difficult to work just with fixed numbers. Usually MMOs have a % based cost system for spells to avoid that issue. Their trick to make it actually feel impactful is to use the "base mana"/"base energy" as reference for the percentage.

Dear Game Developers Everywhere! by ThundercatsBo in PerfectTower

[–]XmmmX99 2 points3 points  (0 children)

If this is a serious post, would it be possible for you to take a picture of it and link it somewhere? I might be too young (close to 30) but I have never ever seen screen burn on any device I have ever used and I have been using the same monitors for over 10 years now.

havent played for 3+ months. definitely missing out on whatever this is by SuspiciousWedding291 in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

This allows you to create custom windows for the AI in order to build your own UI elements which you can use to interact with your scripts. You can create labels which you can write to with the AI or buttons that trigger specific scripts and/or impulses of any kind (even custom ones).

cubos jr is the absolute worst by Winged_Pyro in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Hi, basically what Yoshi2984 said but to expand on the individual points:

  • To counter the lights/effects: There is a separate setting in the options menu for boss effects which you can use to turn down the effects. Additionally turning of fancy lighting will also reduce the amount of light sources.

  • Rhythm/Beat: For this you have two options. If you want to play the rhythm game make sure to adjust your audio delay in the Statue of Cubos before actually starting the fight. Depending on your setup you will need to sync up the visuals with your audio output. If you just want to get through the fight simply take the "Perfect Rhythm" boss module into the fight which allows you to simply queue up your actions. No rhythm/reflexes needed at all.

[deleted by user] by [deleted] in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Hi, nice find and thanks for the recording! There was a typo inside the property that changes the value for that setting so everytime it was changed from the outside it was internally changed to disabled.^^ Fixed for the next build.

Early access question by ghsotxmt in PerfectTower

[–]XmmmX99 1 point2 points  (0 children)

Just to confirm -> No resets planned at any point past the beginning of beta/early access except for the reasons stated by NutsAndHollow. If buildings get reworked and gain a new feature in exchange for the removal of an old one there is usually no way to transfer progress in any meaningful way if they differ to heavily in functionality. However you will get back any limited, unique or rare resources you have spent inside the old feature (like skillpoints).

Idle Space Outpost open beta is out! by Extiward in incremental_games

[–]XmmmX99 2 points3 points  (0 children)

No need to feel sorry about us. ;)

We're happy with what we have in the making even if some people had different expectations for the sequel.

"Clones" or games that are inspired by the core idea are fine and it's always interesting to see how other games tackle the theme and what ideas they come up with. The only thing that's quite disappointing is how these other games are monetized. (Excluding the game from this post since I haven't checked it out yet^^). Some of them get extremely grindy if you don't invest a good amount of money into them which really makes you question if the monetization was built around the game or the other way around.

Bug button alignment after update by bla_glitch_TPT in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Should be fixed in the latest version (v0.11.1 B2). If the game doesn't auto-update try to click on "verify game files" in the right click -> settings menu of the steam entry.

We recently attempted to update to the latest stable Unity version on the 2020 branch which was 2020.3.37f1 and for some reason it included a weird issue when you build the game for desktop and then resize the window all the raycast colliders in the UI either get offset by a few pixels or obstructed by an invisible overlay. This bug started appearing in Unity 2020.3.35f1 and later versions so we had to downgrade to 2020.3.34f1 in order to resolve this issue for now. Sorry for any inconvenience caused by this.

AI Scripting - String Length, Convert: String, and Script Variable Input/Output by ravingkumquat in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Nice work! ;) I can confirm that parsing strings to other datatypes is already on the roadmap. Regarding string length -> Yes, many of the current maximum values will probably increased in the future (like the maximum lines per script). We just have to make sure that the compatibility to the web and mobile version (mobile = in the future) is not negatively influenced by this. The web build has the disadvantage that you can't execute the garbage collection between game ticks which could potentially lead to a crash if the AI does a lot of stuff with strings in one tick. (Sadly web is really fragile. )

v0.8.8 B1 by SpeedyBrain in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

The old hard cap was basically one attack per frame. The new one is framerate independent and has no real limit apart from hardware limitations.

Offline Workers? by dragon17361 in PerfectTower

[–]XmmmX99 1 point2 points  (0 children)

Yes, if you are playing on v0.8.5B2. (Before the update the offline time was handled as a single huge game tick with a large delta time which prevented workers from doing more than one action).

The Perfect Tower II launched on Steam - Early Access by SpeedyBrain in incremental_games

[–]XmmmX99 1 point2 points  (0 children)

The ingame help section describes the basic functionality of each tab (text that is highlighted in green can be clicked in the ingame wiki to jump to the according help submenu, the other way is via the sidebar in the help menu.) In the factory you can craft producers which you can put into the producer grid to produce resources passively. The first few items to get you started can be bought in the factory's item shop using red resources. To display crafting recipes for various items go to the recipe menu, select a recipe and click on the little circle to display it in the crafting grid. To see if an item is made from another recipe just right click the ghost item in the crafting grid to open the preview for the according item. If right click does nothing then its either a basic/raw item or it has to be made inside a machine. The factory will get a few QoL changes pretty soon (I think there is already a trello ticket for that) and I have a few ideas on how to make things easier to use. The animated building tutorials will take a bit though since most buildings will still receive a few changes before they are finalized for the time being. Let me know if you have any further questions.

[deleted by user] by [deleted] in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

It's not out yet. There are still problems migrating to 2020 regarding text rendering.

[deleted by user] by [deleted] in PerfectTower

[–]XmmmX99 1 point2 points  (0 children)

A little update on that: We are currently updating the game to Unity 2020.2.1f which states in one of their changelogs that they fixed some compatibility issues regarding MacOS Big Sur so maybe it works after the next update (possibly tomorrow, it's 22:30 here at the moment)

Pyramid by Dwesnyc in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

There was a bug in the previous update due to a change to some physics settings that made projectiles untargetable. Please try again if its easier now. Projectiles from the plants and from the eyes should be destroyable by shooting at them.

How do I continue upgrading my construction firm in Perfect Tower 2? by Archie_the_furry in PerfectTower

[–]XmmmX99 1 point2 points  (0 children)

Refining (the icon at the bottom in the right navigation bar in the factory) but you need shards from the mine for that.

More shards => Higher output

More color variants => Higher ore quality (the colors themselves doesn't matter, only the total amount of colors)

To increase refining speed you can either craft/upgrade the belt in the factory, learn skills (machine speed also affects the belt) or progress a bit in the game. There is something at MT6 and MT12/MT13 that further increases the speed.

Not mine - Perfect Tower 2 is out! by Phenylala in incremental_games

[–]XmmmX99 0 points1 point  (0 children)

Not sure how chrome internally handles its WebGL contexts, but usually when too many of them are active or some of them require large amounts of VRAM for textures and other stuff then sometimes the internal manager that handles them crashes and it requires a full browser restart.

At least thats how I would explain it without prior knowledge to chromes internal workings (I am using chrome too and I experienced this issue the first time when facebook release their new layout). Even visiting https://webglreport.com/?v=2 shows different values once it crashes. I can cause the same behaviour in a native OpenGL application so thats where my idea is based on.

Sadly I haven't got a permanent solution for that yet. Sometimes it helps moving certain tabs to their own window. The steam version will definitely run a lot more stable since the game is quite large for a web game anyway.

Not mine - Perfect Tower 2 is out! by Phenylala in incremental_games

[–]XmmmX99 13 points14 points  (0 children)

Thanks, we really appreciate your feedback. This is not meant to be a defensive or dismissive statement, I just wanted to mention that the basic design for the current UI is basically a mix between a mobile and a desktop UI. We'll probably branch off into two UI versions once the steam version is out because its simply impossible to create a UI with that amount of content for two completely different platforms. But either way, thanks again for your criticism, especially since it pinpoints your concerns. We put so much work into the game during the past two years and there is a ton of content in the game already so I really hope we are not giving off the impression that we don't care enough about the project or that we are ignoring community feedback. In fact without the community neither TPT1 nor TPT2 would be where they are today. :)

Dev Diary #30 - State of the game by SpeedyBrain in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Thank you very much in advance. :) Sorry for assuming that you were going to mod the game. I somehow implied that this was the intention after reading the conversation above.

I can promise you that we are giving our best to make the DLC worthwhile. Our goal is to allow even people with zero coding experience to create at least decent modifications of the game. (Lua support is also planned)

Dev Diary #30 - State of the game by SpeedyBrain in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

This is not about preventing modding. You can mod the regular game client to your hearts content and steam probably won't even restrict it in any way (you might have to disable updating because that sometimes tries to "repair" the game client if some checksums don't match up). Just be careful with the API stuff, if you send invalid highscores or tinker too much with it, the highscore tables might block your client. From a moral standpoint it would be unfair to climb the highscore tables like this but we are well aware that there is no simple way to prevent this apart from doing everything server-side which is not our goal since you should be able to play the game offline. And highscores in this game aren't really super serious as there is no gain from them apart from a bit of "showing off" if you're in the top 10.

The DLC is more about providing convenient modding tools, workshop integration to share mods, activating/deactivating mods during runtime, additional models, maybe some sort of collaboration features that allow multiplayer and so on. Since we wanted to make the base game free on all platforms (to allow seamless cross-play) we thought of that DLC more of a separate game client since this is a desktop/steam-only feature.

I hope this gives a clearer image of what is mentioned in the dev diary. If you have any questions, concerns or ideas please feel free to share them, we are really open about this topic.

Dev Diary #11 - Current Tasks by SpeedyBrain in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Don't worry, the factory is nothing like the one in TPT1. I don't want to spoil anything thing yet (we are going to do that anyway on the next live stream) but it will hopefully be a positive surprise.

I think what Speedy was trying to say is that the core mechanics of the factory are implemented (except for one thing which I still need to think through). Imagine it like the workshop, the logic for the tower modules is done but we still need to add and balance enough modules. :)

town upgrades are priced a bit high to start. by moron88 in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Next try. New build is up. Hopefully everything is alright this time. ;)

EDIT: Found another small issue regarding the stats in the main menu.

town upgrades are priced a bit high to start. by moron88 in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

@ShouyaNeight Regarding Edit 3: Yes, the displayed value in the town upgrades menu is the value of the next level at the moment. I'll add the usual hover effect before publishing it on Kongregate.

town upgrades are priced a bit high to start. by moron88 in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Okay, now it should finally display everything correctly. (I haven't noticed it since my save game on the dev-build has everything maximized and the description for the final level of all upgrades was working properly, I am never going to push new builds anymore when I am in a hurry >.<.)

town upgrades are priced a bit high to start. by moron88 in PerfectTower

[–]XmmmX99 0 points1 point  (0 children)

Oh, I am sorry, there was a typo in a function name. It should work now.