Thoughts on the real-time mode?
Now that it’s been out for a bit, what are your thoughts on the new mode? Is this sort of mode something you’d want to see expanded? Would you like to see additional modes of this type? Or was it a dud?
Note: This mode is accessible from the Richdon Port area.
Comments (5)
I noticed the controls to be quite inconsistent; so far as my limited programming experience could tell, you seem to have made it increase the bar at set intervals while the button is held? I was, for some reason, occastionally able to to get an "extra" tick far faster than it should have happened by pressing, holding, then releasing the button with some fairly specific timing. I wish I could tell you what that timing was but I was, ah... distracted ;)... while learning this. there were also many instances where I'd press the button and it simply wouldn't register (probably a short key buffer would fix it but don't know if you can do that) but that's most likely because I pressed before the minigame had entirely loaded or my mouse just didn't send the data (need to replace this thing...). interestingly, I did notice the animation snap to fully-throated then ease off when I /released/ the held button, so it was still catching that key action and running the appropriate code despite not having executed the previous code. EDIT: oh, other than that is was hot and I loved it. you just need to see if there's a way to capture mouse/keyboard presses more consistently. maybe onKeyHeld instead of onKeyPress (or... whatever the equivalent is for you)? EDIT2: actually, what IS this engine? I don't recognise it; is it something you made yourself? OH! er, right, also it works great in Proton 10.0.4 on Linux Mint 21.3. heh. probably should mention that for other people.
It's real-time but there is a sort of internal tick rate. All of your actions are recorded and sort of averaged out. Then every half second or so, those recorded changes are applied to the game state all at once and the meters are updated. The animations are separate from this. It's a bit more complicated than that and the game also had lockouts to prevent too much input and also tried to determine whether you're tapping or holding or both. All that is to say, I bet the inconsistent feeling you're seeing is because of the sort of "tick rate" system. Edit to answer your edits: I'm glad you thought it was hot! The engine is a heavily modified version of twine. I think at this point it's fair to say it's a custom engine. That's great it works with Proton too.
why use the hexagon? it's a jewish/zionist symbol; i'd rather let the religious jews and the zionists fight over right, and keep it out of any artistic work
It's a hexagram. Get it? HEXagram? It's a very common occult and witchcraft symbol too. The start of david happens to be a hexagram too, but this game isn't like pro-Israeli or something. It's just a symbol.
I haven’t had a chance to play the game in so long 😭 Will have to see if I can change that soon!
