Author Topic: Bionic Dues 1.005 "Combined Customization" Released!  (Read 5388 times)

Offline GEIDI4

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #30 on: October 31, 2013, 06:56:20 PM »
1920 x 1080, full screen

it would flicker on the customise screen even if you started a new game.

Offline keith.lamothe

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #31 on: October 31, 2013, 08:15:52 PM »
There was  a suggestion of putting in a rogue mode into bionic dues where you can lose your exo and equipment. Is that still going to happen? Have been away couple weeks so I was just wondering.
When I bought the game I assumed it was already in the game and to be honest I think it shouldv been in
the game at the release.
I think the game has plenty of content for $10 :)

A set of optional "conduct" rules are planned for the first expansion, including one that "when an exo dies, it's gone for the rest of the game".  And so if you lose all 4, game over.
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Offline ScrObot

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #32 on: November 01, 2013, 03:40:34 AM »
1920 x 1080, full screen

it would flicker on the customise screen even if you started a new game.

I think I see what GEIDI4 is referencing -- when you mouse over an unequipped part in the left panel of the customization screen, for a fraction of a section after the tooltip box is drawn, the top three "instruction" lines are not there, then they're added, pushing the part name and stats down. It's a really brief flicker but I was able to screenshot it if that's useful.

Offline keith.lamothe

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #33 on: November 01, 2013, 09:56:30 AM »
So you both mean that it flickers once when first using the customization screen, and then stops?  Yea, I know why it would do that.

Or that it continues to flicker while using it?
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Offline ScrObot

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #34 on: November 01, 2013, 01:48:03 PM »
The unequipped part tooltip flickers every time you mouse over an unequipped item. Again, it's extremely fast, but it's there.

To me, it looks as if the code is doing the following:
1. Draw the normal part tooltip box like we do everywhere else.
2. Oh, we're looking at an unequipped part in the left panel of the customization screen, so add the three instruction lines at the top.

Step 2 is happening after the box has already been initially drawn so there's a "flicker" as it adds the text to the top of the box, moving the already displayed text down and making the box taller.

Offline GEIDI4

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #35 on: November 03, 2013, 08:35:15 AM »
That sounds like what is happening with mine - usually it just keeps on flickering forever - no savegame required, it happens if I start any game.

If it helps I am running WIndows 8 with a NVidia Geforce GTX 650, driver version 327.23

Offline GEIDI4

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #36 on: November 03, 2013, 04:23:41 PM »
Played a bit on ironman - after the first game and clicking about a bit the flickering seems to calm down. But a sure fire way to get it back is to put a search filter on the inventory, then they always flicker when you're holding a mouse point over it.

Apologies again for not putting this in Mantis.

Offline keith.lamothe

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #37 on: November 09, 2013, 12:09:25 PM »
For 1.006:

Quote
* Fixed a bug where the inventory hover tooltips in the new customization screen could flicker madly in fullscreen mode on some machines.  VSync could solve the problem, so it was probably a race condition related to framerate being very high.

Thanks :)
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Offline GEIDI4

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #38 on: November 11, 2013, 09:25:55 PM »
Awesome  :)

Offline TechSY730

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Re: Bionic Dues 1.005 "Combined Customization" Released!
« Reply #39 on: December 15, 2013, 10:43:57 PM »
Wow, it's taken me this long to play the game...I feel ashamed. And I haven't actually gotten around to skyward collapse yet...

So, some very brief thoughts.

Interesting to see you going for the turn based "in world" (as opposed to overworld) thing at last (though again, if skyward collapse had this, I don't know for reasons given above). Come to think of it, wasn't AI War turn based way back in alpha? Frankly, the story does sort of feel like an "AI War on the ground" ripoff almost, except for the "nuke them all" risk at the end. However, I do think the AVWW 2 blended with AI War style overworld map system to be cool.
I haven't followed the development of this game, so I don't know if the "in world" maps are procedurally generated or not, or partially some "hybrid" of procedural and hand made sort of like AVWW 1, or "procedural selection of hand made chunks" style of AVWW 2.

EDIT: Oh yea, and I really like customization stuff. I always like this sort of min-maxing of RPG stats in ways that are dependent on roles, and this game really appealed to this.