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I like Scala and Kotlin a lot, but JVM languages are really slow to compile. If you want a language that combines dynamic object typing with functional techniques, try Dart.
Iâm trying to just print some information, and what I am printing is being cut off with a ââŚâ
Is there really a limit on how much debug information I can print?
Hello guyz,
I understand this is one of the oldest designs, but wow⌠itâs the first time I donât like a multiplayer game. My issues, aside from the fact that it took me hours to get out of wood league (and I am still in bronze after a whole afternoon, unbelievable ):
- You have to move the camera, zoom in and out on the game viewer to see hex tiles numbers. Since I did âCoders of the Caraibeanâ juste before I was frustrated to not see the hex tile number in the bottom area, or even as a tooltip like âCode Royaleâ. This feels really bad.
- The movement rules are very unclear. I expected pods to stack up like âGhost in the Cellâ but it almost looks like they do not. Why ? Should not this be stated in the rules as to whether or not pods stack when moved from one tile to the next ?
- Another confusing movement rule. What are the lines that surround hexes on the map ? Does this mean you can move from one tile to another one way but not the other ? It looks like itâs not a complete barrier, so my only guess is that itâs semi-permeable.
All those issues make the game not very enjoyable unlike more recent ones. I guess Iâll have to decipher how it works on a case by case basis until I figure it all out. Also, there is no information that I could see about those points in the forums or post-mortem blog posts.
EDIT: Looking at it closer, it might be the case that the white lines are platinum production values ? This game really needs a mouse over feature.
Pods do stack up as we know it from Ghost in the Cell.
The âbarriersâ indicate the amount of platinum on the cells. This can be 0 to 6.
Thank you @eulerscheZahl. I just wanted to add something else. Since the game is so tiny, I watch the tournament unfold fullscreen, but then I donât know who I am, since I donât have the same color every game and the player names are not displayed. Toggling fullscreen back and forth is not convenient. Can we get a game viewer update some time ? Does CG has a policy about this, like letting the community do that kind of work, if they are too busy ? Probably a question for @TwoSteps.
I agree that the missing usernames were a big annoyance when analyzing replays. This also applies for âGame of Dronesâ which has no nicknames either.
what do you mean by âToggling fullscreen back and forth is not convenientâ
No viewer update planned.
For old âclassicâ (as in made by CG) games like that, we donât share the code and donât allow for community updates, unfortunately.
I just meant the game is a large world map with small hexes that require zooming in and out. To see things better, like tile numbers and pod numbers I put the viewer in fullscreen. But then if I am in the arena, I donât know which one is my bot since the colors arenât fixed and the player names are not displayed. Therefore I have to undo fullscreen, check my color, go back to fullscreen and analyze. Not convenient.
Hey some map are not mirrored which cause some teams to have an unfair advantage, see : https://www.codingame.com/share-replay/532961602
The maps are not, but the matchs are.
Yes I understand itâs because maps are designed for 4 teams but yes match arenât mirrored
But do you think that matchs could be mirrored? Isnât it just some param to tweak in the game creator?
Your replay is on Platinum Rift 2, and when I check âlast battlesâ I see that I face each opponent twice, on the same map, but with a switch of the positions. So the matchs are mirrored in arena, and there is no âunfair advantageâ.
Oh ok I didnât realize that