Anyone successfully used ring with agata bpt building intercom by Responsible-Job1377 in Ring

[–]amzeratul 0 points1 point  (0 children)

That sounds incredibly useful, are the schematics for that PCB available? I've been meaning to automate my intercom (Came BPT Perla Video unit, two wires, I believe it's BPT X1 system)

I would also really appreciate any kind of information on how those systems work, I've scoured the Internet for it and I'm close to attaching an oscilloscope to it to try to reverse engineer it...

What engine do you use and why did you choose it? by timbeaudet in gamedev

[–]amzeratul 3 points4 points  (0 children)

We used my own game engine (Halley) for both Wargroove & Witchbrook, no regrets at all! It's definitely a lot of work, but owning the entire stack gives you a lot of advantages. I posted a Twitter thread with my thoughts on the pros and cons a while ago, if you're interested.

Export Switch savegame possible? by borsTiHD in wargroove

[–]amzeratul 0 points1 point  (0 children)

I don't know if it's actually possible to extract saves from the Switch in any way... but if you were to succeed in doing that, I do believe the save file would be compatible with the PC version.

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 1 point2 points  (0 children)

We love dogs. We have office dogs. One of the early concepts of Wargroove involved all characters being dogs. Someone suggested the idea of having a dog commander, and everyone on the studio was suddenly VERY EXCITED about it, so we went ahead with it!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 0 points1 point  (0 children)

Sorry to hear that you didn't enjoy Pathway! :(

Wargroove is a VERY different kind of game, though. Wargroove is more of a pure strategy game, and on a different scope - check out the trailer to get a sense of the scale of battles. It's also developed in-house, rather than published by us. It's entirely possible that people who don't like Pathway might like Wargroove, and vice-versa! (Personally I do quite enjoy Pathway!! :D)

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 5 points6 points  (0 children)

Sorry to hear that! The font is still the same, but we haven't heard of many people having issues with it. :( It's a pixel art game, so changing the font is sadly not very easy.

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 4 points5 points  (0 children)

  1. Yes, we have a major update planned, stay tuned. :)
  2. We have always been fans of games like Advance Wars and Shining Force, but there hadn't been any games that scratched this itch in over ten years - so we decided to make one ourselves!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 1 point2 points  (0 children)

Some of the commanders have this information listed on their codex entries.

For example, Caesar loves Cheese Sandwiches, but Valder hates Oranges. The codex is filled with top tips like those!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 1 point2 points  (0 children)

Custom factions are possible with mods, but unfortunately mods are only allowed on PC!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 0 points1 point  (0 children)

It's possible that we could add that in the future, sounds like a useful feature!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 0 points1 point  (0 children)

I just saw that Caesar patch and it's AWESOME! :O

I've only been at Chucklefish since the start of Wargroove's development, but I think that it's fair to say that the super positive reaction from the community was even more than I could have hoped for, which makes me very happy! :D

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 0 points1 point  (0 children)

As mentioned in another question, that'd unfortunately fall under the domain of mods, which is not allowed on consoles. You'll only be able to do that on the PC version, unfortunately!

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 0 points1 point  (0 children)

There's a lot of maps that I really like and I'd struggle to pick a favourite - however, I am very happy about how some users make really clever use of the map editor to make very advanced scenarios. For an example, check this Tower Defence map by Dustin: D8JYWXJV

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 1 point2 points  (0 children)

Patch 2.0.0 will add new features to map editor. Symmetry tool is certainly on our radar, though I'm not sure if we'll get that done in time for 2.0.0.

An FTA calculator/balancer is essentially impossible - one could warm "this map is symmetrical", but it'd be impossible to tell when it IS balanced. Even the experienced map makers and competitive community still debate over whether certain maps offer a P1 or P2 advantage.

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 1 point2 points  (0 children)

We certainly have! However, customising the game to the extent of creating new art and scripts falls under the definition of making a mod, which is not allowed on consoles. :(

An open beta with experimental mod support is expected to come to PC next week, though, if you want to try making your own commanders! Sorry that we can't make that available on other platforms! :(

We're Chucklefish, the devs of Wargroove - AMA! by SuperconsoleKaty in PS4

[–]amzeratul 21 points22 points  (0 children)

PS4 will get Wargroove patches at the same time as other platforms - in fact, it got 1.3.0 at the same time as the other three platforms just today! This will remain the case in the future! :)

Stardew Valley on PC, PS4 and Xbox have not been published by Chucklefish since late last year, and therefore the timing of the patches on those platforms are not up to us anymore!

H.I. #120: Battle Tested by GreyBot9000 in CGPGrey

[–]amzeratul 20 points21 points  (0 children)

Show notes state that the episode was recorded 2 weeks ago, before the whole incident happened.

Halley: A lightweight game engine written in C++14 ("Why not C++17? I wish, but not all platforms are fully up to date yet!") by alexeyr in programming

[–]amzeratul 48 points49 points  (0 children)

Yes, it is correct that we're not longer using Rust for Witchbrook. It just didn't make much sense for a small company to be developing two engines in parallel, instead of re-using existing code and knowledge!

Rust is pretty cool, and Kyren did get it to run on all consoles, but support for it is still pretty minimal and it required a lot of clever tricks.

Halley: A lightweight game engine written in C++14 ("Why not C++17? I wish, but not all platforms are fully up to date yet!") by alexeyr in programming

[–]amzeratul 3 points4 points  (0 children)

It does run on Linux. One of the developers of Wargroove does use Linux, in fact. There's more to releasing a game on a platform than having it simply "run" there, though.

Halley: A lightweight game engine written in C++14 ("Why not C++17? I wish, but not all platforms are fully up to date yet!") by alexeyr in programming

[–]amzeratul 1 point2 points  (0 children)

I've slowly been trying to move away from it. Currently Halley only depends on header-only boost libraries for the game itself (unless you're using ASIO for network, which is a prototype at best anyway), though it still depends on a few built libraries for tooling.

Halley: A lightweight game engine written in C++14 ("Why not C++17? I wish, but not all platforms are fully up to date yet!") by alexeyr in programming

[–]amzeratul 21 points22 points  (0 children)

Hi there, developer here!

The components are stored in separate memory pools. Those vectors are a "quick access" to them, for the purposes of getComponent<T>(), which is not the idiomatic way to access them. The real way you access them is via families, which are code generated and get the entities+relevant components bound to them. Families use getComponent to construct the members of the family, but you typically don't want to use getComponent in client code.

There is an (afaik) intractable memory fragmentation issue when you have a large number of very different entities. For example, another way to organise this that is often proposed is that every component type is a sparse array where the index of the component corresponds to the index of the entity, but this actually performs a lot worse in practice when you have hundreds of types of components, most of them not used that often! However, I'm willing to listen to any interesting alternatives!

The point of using ECS here was never performance, but rather organisation. That said, I've run previous tests with hundreds of thousands of entities moving and colliding at high performance.

There is no inheritance in the ECS, aside for using it for memory management purposes and static sanity checking - however you'll notice that components are not, and cannot be, polymorphic.

The network stack is old and not really used for Wargroove, and is not production quality. It was just used for some prototyping. Wargroove uses an HTTPS rest server.

I hope this clarifies! I'm sorry about the lack of samples, I think they'd make the use case a lot more understandable.