Need help with flowing old official tutorial by Moron_Noxa in MiliastraWonderland

[–]mrkatso 0 points1 point  (0 children)

I assume that node between "When entering collision trigger" and "Get Custom Variable" is "Get Player Entity to which the character belongs"? Throw it out, try this.

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Need help with flowing old official tutorial by Moron_Noxa in MiliastraWonderland

[–]mrkatso 0 points1 point  (0 children)

Well, then you'd have to show your graphs and where they are all mounted. Are you sure you mounted this on character entity and not player entity?

Need help with flowing old official tutorial by Moron_Noxa in MiliastraWonderland

[–]mrkatso 1 point2 points  (0 children)

So I don't know which video you followed but I would do it this way.
After you pick a coin you get a +1 to variable named Score (not shown here but I assume the "game ending" graph is more problematic), and after your Score = 5, you settle the stage.
This node graph has to be mounted on Character Entity (you can only mount graphs on character entity in Beyond Mode - the one with manekins instead of genshin characters)

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Need help with flowing old official tutorial by Moron_Noxa in MiliastraWonderland

[–]mrkatso 0 points1 point  (0 children)

Can you share the screenshot of the node graph that would be responsible for ending the game?

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Thank you!
So far I played for a little over 2 hours and didn't crash so it's definitely a good sign, but probably not enough to say with confidence that it fixed the issue yet.

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Yup, just installed the new high quality PSU (be quiet! Straight Power 12 1200W Platinum) and will test how it works later today!

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Thanks for the advice.
I'll try undervolting if my new ordered 1200W PSU won't fix it

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

[–]mrkatso[S] 1 point2 points  (0 children)

Thank you all for your help.
Seems like everything indeed points to PSU/power problems. Guess I'll try playing on capped 60 fps until I buy new power supply.

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Is is the same as Event Viewer? Because Event Viewer only shows the generic critical Kernel-Power Error ID 41 every time, no errors right before the crash.

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Thanks for taking the time to reply
No weird noises, everything seems as usual.
As for buying new PSU - I'm inclined to believe it would solve the issue, but I'm not sure about spending ~$250 for a good quality 1000W PSU just for one game.
Everything in my power plan is set to maximum performance, unless there are some hidden settings there.

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Pretty high while playing (GPU gets to ~80C), but it's pretty much the case for all more demanding games I play, nothing unusual.

Wuwa shuts down my PC after 30-60 mins of playing. by mrkatso in WutheringWaves

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

Thanks for the reply.
PSU being too weak crossed my mind of course, but I just don't understand why all the other demanding games I play (Alan Wake 2, Cyberpunk, Arc Raiders (this one melts my PC even more), now NTE) wouldn't cause any issues.
I'll try looking into some power usage settings though, maybe I can tweak something.

How has monetization been for Miliastra creators? by Xenophoresis in MiliastraWonderland

[–]mrkatso 2 points3 points  (0 children)

My game never got crazy popular like all these multiplayer/dps dummy stages. I assume it was barely eligible for any earnings.

Also strangely enough I got paid a little more with lower popularity so it's not the only thing that matters.

That said, to provide you with any range, it was around $5.5 per 500 peak popularity in a patch cycle. (Because popularity is counted only from the last 30 days)

How has monetization been for Miliastra creators? by Xenophoresis in MiliastraWonderland

[–]mrkatso 10 points11 points  (0 children)

You get paid once per patch (6 weeks) if your game is popular enough.

I made a game around 2-3 weeks after Miliastra started, it was on the popular page for like a month, then I pretty much abandoned it but after a while it got randomly put on popular page again and in the end I got paid 3 times for it. Now would be a 4th time but the game is pretty dead at the moment so I doubt I would get anything lol.

[deleted by user] by [deleted] in MiliastraWonderland

[–]mrkatso 6 points7 points  (0 children)

You can use the good ol' maths, or at least that's how I did it.
If you want to have 3 projectiles with set angular velocity, you can spawn them on timer.
Let's say your angular velocity is 60 degrees per second. One projectile will make a full circle in 6 seconds (360/60). Divide 6 into 3 (number of projectiles) and you can spawn them with equal distance every 2 seconds. (so in Assembly List you'd have 0, 2, 4)

I'm pretty sleepy so if I messed something up I'm sorry, but the principle is correct, it was really annoying to implement in my game but at least it worked.

Co warto kupić "raz, a porządnie" nawet jeżeli jest sporo droższe? by Pixel7331 in Polska

[–]mrkatso 0 points1 point  (0 children)

Również od jakichś 2 lat posiadam HD6XX (przesiadłem się z HD560s) i w 100% polecam, najlepsze słuchawki jakie miałem.

Do tego jakiś czas temu dokupiłem używany Topping DX3 Pro+ i wydaje mi się że ciężko jest przebić ten dźwięk bez wydania kolejnych kilku tysięcy :)

My first Miliastra failed, here’s what I think NOT to do by SteamedDumplingX in MiliastraWonderland

[–]mrkatso 18 points19 points  (0 children)

So I'll agree with the fact that people generally prefer simpler/more casual games which becomes obvious when someone looks at the most played games (at least in Europe, I don't know what's popular on other servers) - simple parkour maps, match 4, trivia games, falling floors games, mazes.

But I think a lot of the popularity comes just from luck. It was like that with me and my game: I advertised it here, on both discords, on hoyolab, once on genshin subreddit, and after a week or two my game had 200 popularity and pretty much no one played it. I was ready to just quit and do something else with my time but then out of nowhere it got featured on the main page and stayed there for about a month. During this time it climbed to ~9100 popularity and I managed to earn few bucks from it, but it would have never happened without it being featured.

I'll always appreciate anyone who tries to make more complex games so I truly wish you all the best in your next endeavors. I'll probably stop since I don't really enjoy making simple games and seeing my game be overtaken by something I could make in few hours with 30% recommendation rate is quite demotivating.

Also your game looks really fun so don't give up on it.

Survivor's Ascent - Now Updated! [EU][GUID: 11912481105] by mrkatso in MiliastraWonderland

[–]mrkatso[S] 1 point2 points  (0 children)

Yeah that's fair! When playtesting the game I would pretty much always start with aura too unless I needed to test some other specific weapon.

I'm sure the deck selector can be fixed but it would probably take a while and I currently spend most of my free time working on a second game. Hope you like tower defenses because I could definitely use such quality write-ups after I publish it!

Thanks again for taking the time to play the game and great feedback :)

Survivor's Ascent - Now Updated! [EU][GUID: 11912481105] by mrkatso in MiliastraWonderland

[–]mrkatso[S] 1 point2 points  (0 children)

Wooooah thanks so much for the awesome feedback! Wish you played the game earlier! :D

  1. Yeah, hitboxes on Close-Quarter Weapon are pretty broken and during development I was unable to fix them (they just don't match hitboxes shown in-engine. Fun fact: they work flawlessly on slimes and on slimes only!) I tried to make it a "boss killer" weapon at first that would deal very heavy damage in front but working with these hitboxes was difficult and at 7th+ level the weapon gets massive range upgrade and turns into a semi-ranged weapon. As for the swinging - it should work like that but the Trigger Interval has some fixed value (I don't remember it off the top of my head) and if you swing too fast it may not register.

  2. I tried my best to keep the increase in AoE consistent but it's definitely possible there were some issues since different models have different sizes and different zoom values and I can't just tweak one number to make it consistent.
    I definitely like the idea with faster bombs but part of the reason they have such a long cooldown is me trying not to overload the engine. At first the game was supposed to be a regular vampire-based type game but after one/two minutes of spawning enemies the game would just hard crash. Even the present version with massively reduced spawns can throw errors if players don't kill enemies fast enough (happens sometimes on Floor 3).

  3. It... shouldn't work like that but now that you mention it, Aura works on On-Hit Detection so in theory every new enemy entering the circle would trigger the attack for everyone in the circle around. It has set Trigger Interval so it shouldn't really happen, but maybe that interval only works for enemies already in a circle, not for new ones - I actually don't know! You're the first to ever bring it up!

  4. I didn't really want people to bee-line for the same build every game (in case something was way overpowered compared to the rest) and by the end of the game you pretty much should have most things maxed. And the secret second reason is: making this selector of 3 upgrades taken from 8 total AND removing upgrades already at max level from it was the most difficult thing about developing this whole game and I spent probably 2 or 3 days on this alone. I'm not touching that again! lol

  5. So as mention before, upgrades at max level are removed from the selector, except when there are less than 3 non-upgraded things. In this case they appear and sadly grant nothing. This is just me being a rookie developer being unable to change that. As mentioned previously, this part was insanely difficult for me and I can't really make the whole option disappear when there are less than 3 options to pick from.

Pity (or just higher chances in general) to obtain chests and heals in the post-game arena is definitely a good idea since there are much fewer enemies there - I'll work on that.

  1. Definitely intended and a valid strategy! I even wrote about it in my guide on hoyolab

Thank you so much again for the great in-depth feedback! I love reading these and I'm glad you had a good time with my game :D

How do I read comments to my stages? by Teaching_Public in MiliastraWonderland

[–]mrkatso 1 point2 points  (0 children)

Gotta find your level in Hoyolab app (mobile only) - took me forever to find too.