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    Topics created by edanaher

    • Exceptions showing up as "[object Object]"
      Technical Issues and Bugs • • edanaher

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      And less than 20 minutes after I post this, it appears to be fixed. Thanks!
    • Strangeness around being wiped out and respawning in same room
      Technical Issues and Bugs • • edanaher

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      Defensive walls are set for 3 days for newly registered players only. If you respawn during this period, the walls will be set just for 3 hours. Respawning wipes all the creeps and facilities of other players. It is done with the sole purpose of simplifying the beginning stage for newcomers. However, we will watch how these mechanics affect the game and will quite possibly make adjustments.
    • Disable/limit e-mail on error when active
      Feature Requests • • edanaher

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      https://screeps.com/a/#!/account click "Notifications enabled".
    • Knee-jerk reaction to 2015-05-27 update
      General Discussion • • edanaher

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      I saw some comments about the dropped energy degradation, in the patchnotes it was stated that this is changed but can this be clarified a bit more?
    • This game has potential if all the irritations are fixed...
      General Discussion • • edanaher

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      Esteemed colleague, Your feedback is much appreciated. Here are my opinions on your points: I. Schemaverse is not an mmo and the AI programming part is considered a secondary not the primary way to play. II. You should use the spawning property to avoid processing of creeps which are not yet alive. Every other creep in your Game.creeps array should be treated the same (imho). III. You should definitely, without a doubt use an external editor. I strongly suggest webstorm if you are looking for an IDE which takes care of minor details for you or sublime if you prefer to keep things light. This allows you to use a proper git structure for managing your code. If you must use the editor for whatever reason, then accept the various inadequacies it might have. Eg, writing/saving code whilst looking at the world map will be lost once you zoom into a room. IV. Regarding testing your battle code or more difficult scenarios. Simulator is one way which works, although I haven't used it much. The alternative is to just send out units to neighbors or source keepers to test things out. As a closing note, you should realize that this game is slow. Really, really slow. If you make a mistake and lose a few ticks while understanding what is happening, it will not have a true impact. For my first 7 days, I think an aggregate of 3 days was lost due to script errors. Kind regards,Atavus PS: I've been playing video games since 1990 and I can tell you this one is a pretty unique experience. It may draw inspiration from a lot of other games, but after devouring thousands of games, I can say it is quite an original experience.
    • Faster testing environment
      Feature Requests • • edanaher

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      Be sure to use strict mode by adding "use strict" at the top of your files. Also, see this answer to another question. Particularly this bit: Also, soon after the release, we're going to publish the game engine as a standalone node.js package in order for you to be able to launch the game simulation completely locally and thus test your own scripts.
    • Syntax errors missing line information
      Technical Issues and Bugs • • edanaher

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      sigh I do pretty much all of my development in the simulation mode, since being able to pause while debugging is useful. But I guess it might be useful to keep a real game going as well for this reason...
    • Separating running/editting code
      Feature Requests • • edanaher

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      Eh... I'm happy enough with the API access; I can keep code in git locally for development. Then if I break something at a terrible moment, just "git stash; push-to-server.rb; git stash pop" to get a good version running. Since pushing code seems to take effect within a tick or two, that works just fine.
    • Upload code via API?
      Help • • edanaher

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      Huh... I thought I looked through pretty much the entire web site, but somohow missed those links. Thanks!
    • Code windows from old games lose code
      Technical Issues and Bugs • • edanaher

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      No one has replied