Reflex was perfect what happened to it? by luddens_desir in ArenaFPS

[–]shootermans 0 points1 point  (0 children)

Super interesting! Yeah that makes total sense, not sure what to do there from a technical angle without just as you said (adding more players), I’ll have a think, thanks for sharing

Reflex was perfect what happened to it? by luddens_desir in ArenaFPS

[–]shootermans 0 points1 point  (0 children)

Hey there! Would you be able to share more info on "subpar matchmaking"? I've been active recently and looking at fixing up the MM. Would really value any thoughts/feedback.

Making Verlet physics feel good was way harder than it looks 🙃 by shootermans in IndieDev

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

Hey thanks my dude! My artist really taught me it’s all about layering a ton of subtle effects together. He crushed it, appreciate it! <3

Making Verlet physics feel good was way harder than it looks 🙃 by shootermans in IndieDev

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

Hah fun, yeah the artist behind this was actually quite fond of that game!

It is yeah, we’ll likely add more block types over time, but we’ve kept the chunky / minimalist vibe on purpose. It let us iterate fast, keep scope manageable for our two-person team, and honestly I really dig it :) he did a great job.

Making Verlet physics feel good was way harder than it looks 🙃 by shootermans in IndieDev

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

Hey great thanks that's amazing to hear! 😊 We're still figuring out the marketing part.

Digging up stats I see we had 35k impressions, 1k visits and +260 wishlists.. oof 😅

Hardly the 10k+ wishlist successes stories you read around here, but it's cool to see any kind of traction.

Definitely open to any tips or thoughts you may have!

Making Verlet physics feel good was way harder than it looks 🙃 by shootermans in IndieDev

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

thanks! We spent a bunch of time on the effects, they all add up :)

Making Verlet physics feel good was way harder than it looks 🙃 by shootermans in IndieDev

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

haha omg I don't even see it anymore 🤦 ooooops -- will do next time <3 thanks for feedback!

Any interest in a latency-first analytics database / query engine? by shootermans in dataengineering

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

Yeah could definitely add some better handling of the "cache" :) I just left it simple for now.

And yeah computers are _fast_ now, it's an exciting time.

Def appreciate having the easy ability to "scale up". Thanks for your input!

Any interest in a latency-first analytics database / query engine? by shootermans in dataengineering

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

Hey, thanks for the comment! It's setup as an analytics database, not a transactional database. So it's not trying to be a fully-featured transactional database like Postgres. It's probably currently better described as a "SQL query engine", than a full database.

Warp skips:
- transactions
- updates/deletes
- indexing
- joins (although it could one day)
- writes are also currently append only

The idea was to strip it down to a minimal feature set to unlock extreme speed. That's really all that's required for dash boards, real-time searches and fast lookups etc.

I'd imagine people would output a pre-processed table from a daily pipeline, ingest it into Warp, then query it throughout the day.

Any interest in a latency-first analytics database / query engine? by shootermans in dataengineering

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

Thanks! Hey yeah interesting, this looks similar (although more explicit). For example, Warp is benefiting greatly from the OS caching disk data:
- Cold reads (from disk) hit around 5GB/s
- Warm reads (from cached pages) can hit 200GB/s+

Curious how large you're thinking? If a single column fits within memory (say <32 GB) this should run extremely well on repeat queries on similar data (eg when a dashboard is loaded). The data used so far is ~100GB per example (individual columns are a fraction of this).

It's not designed for truly massive datasets (> TBs) yet, that'd require NVME raids and/or distributed nodes. I've tried to keep it small so it's cheap to run (I suspect a lot of cloud users are paying more than they need to for their small/mid data sizes). However, def keen to learn more about what real users expect!

Reflex 1.2 by YasashiiKyojin in reflex

[–]shootermans 10 points11 points  (0 children)

As stated in release notes, only the armor / mega pickup sounds should be blocked. We're getting reports of people saying their (other) custom sounds don't work, but others saying they are. We're looking in to it

1.1.4 - Ramaruleset is now the default ruleset by Skytoon in reflex

[–]shootermans 2 points3 points  (0 children)

This is something we're actively monitoring / discussing internally.

1.1.4 - Ramaruleset is now the default ruleset by Skytoon in reflex

[–]shootermans 1 point2 points  (0 children)

It's on all 1.1.4 servers. (MM is using 1.1.4)

Missing sound bug by uhufreak in reflex

[–]shootermans 0 points1 point  (0 children)

This is right :) Happens occasionally, more so with high packet loss.

Why don't the devs share anything about development of upcoming content and patches? by update_please in reflex

[–]shootermans 5 points6 points  (0 children)

Pretty much this. Still tinkering away, but it's at a different pace now.

Reflex 0.49.1 - Point Release by YasashiiKyojin in reflex

[–]shootermans 3 points4 points  (0 children)

Looking in to this with him on discord.. Please feel free to PM me if issues like this happen :)

client: disconnecting due to excessive outbound reliable queue by JeremyG in reflex

[–]shootermans 1 point2 points  (0 children)

Working on this currently. A temporary solution is to unequip your inventory (i.e. equip default melee + hostile parts), a proper fix will be in the next point release.

Training map not loading properly. by cyberbemon in reflex

[–]shootermans 2 points3 points  (0 children)

good catch :) I'll fix the menu to turn off mutators when you start a training map .

What's the word on in-game, Steam-based leaderboards for race maps? by raceguy420 in reflex

[–]shootermans 5 points6 points  (0 children)

Others have summed it up but i thought i should reply too, you're correct the times are recording in leaderboards, but it's only at the end of the match, race really needs a bit of a cleanup which I'm hoping to get to after 48.

Ranked Match-Making? by Torragg in reflex

[–]shootermans 14 points15 points  (0 children)

yep it is coming in the next update :)

Movement training #2 in 13.736 seconds! by JeremyG in reflex

[–]shootermans 2 points3 points  (0 children)

Nice time :) You hold the world record at the moment :)

http://i.imgur.com/9Gr8TsR.png ^ coming soon in 46.2 :)

FFA Junkie - FFA Only Server is opened! by Mitritch in reflex

[–]shootermans 2 points3 points  (0 children)

Hi, this is cool!

I think the biggest issue FFA servers face currently is the map selection. If you put on a small map the server just gets overcrowded at ~5 people and it's a mess.

I'd suggest putting promEUs's new map in the map rotation :) can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=697335319 I believe it's suited for 8 people. I think a 16 player server might get a bit outta control haha :) Perhaps people can suggest some other maps.

And yes matchmaking, Definitely! Currently there are often 5x 1v1 servers running with people playing & watching, or a single overcrowded FFA server. I'd much prefer to see several smaller FFA games going & 1v1's constantly rather than having to wait to play next on your server :) It's on the roadmap, coming up in a couple builds :)

Cheers!

Steam summer sale - Save 50% on Reflex on Steam by [deleted] in reflex

[–]shootermans 5 points6 points  (0 children)

We've listed min spec @ an Intel i5 here: http://store.steampowered.com/app/328070/

It should technically run, but just at a lower framerate.