
Surely easier to just do a practise menu and launch a specified stage under at a certain difficulty?
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
I was wondering that too. Need to come up with a way to fix it and leave it at the same time...trap15 wrote:Why do people want the loop bug to be fixed
But, there're checkpoints there now for all difficulties? I must missunderstand something, what do you mean?emphatic wrote:Checkpoints for Insanity mode please.
On the web page or different tables in the game?n0rtygames wrote:Pretty please can you put a filter on the score page so we can switch between difficulties?
Probably for the same reason that nobody has made an infinitely looping game in the past 20 years. Because people figured out it's a terrible idea and nobody wants to play a shmup for over several hours.mice wrote:I was wondering that too.trap15 wrote:Why do people want the loop bug to be fixed
On the web page :0)mice wrote:On the web page or different tables in the game?
God I'm tired, youngest have been up all night...
Sorry, I forgot. Maybe add instant re-spawn to the normal modes?mice wrote:But, there're checkpoints there now for all difficulties? I must missunderstand something, what do you mean?emphatic wrote:Checkpoints for Insanity mode please.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
To get the "expected" effect the QR code may need to be changed - in the current situation it is only necessary to submit the highest score of all the modes. If you want to see your high score in any one mode on the Web, the QR code would have to submit one high score for each mode. The current game table only holds the top ten - your "easy" scores can "push out", your top "hard" - so you need a separate place to store each gamertags high scores, etc. - are we close to having separate tables in the game yet? ... and people wonder why there are so few "little" changes.n0rtygames wrote:On the web page :0)mice wrote:On the web page or different tables in the game?
dafuq?HydrogLox wrote:To get the "expected" effect the QR code may need to be changed - in the current situation it is only necessary to submit the highest score of all the modes. If you want to see your high score in any one mode on the Web, the QR code would have to submit one high score for each mode. The current game table only holds the top ten - your "easy" scores can "push out", your top "hard" - so you need a separate place to store each gamertags high scores, etc. - are we close to having separate tables in the game yet? ... and people wonder why there are so few "little" changes.
I don't know what the QR code currently contains but in the simplest case only the highest score with its mode (easy/hard) will be submitted (it doesn't seem to submit the score of the current game but the highest score on the game's table). Based on that assumption:n0rtygames wrote:I know this, I only asked for a change on the website so I could filter by a column in a database and not have to scroll through a bunch of "For fun" / "Easy" modes to see the hard mode stuff.
Code: Select all
class/struct/whatever ScoreEntry
{
eDifficulty mSkill = eGameMode.Hard;
int64 mlScore = 9999999999;
string msTag = "Foobar";
}
List<mScoreEntry> mEasyScores = new List<mScoreEntry>();
List<mScoreEntry> mHardScores = new List<mScoreEntry>();
void InsertInto(eDifficulty aDifficulty, ScoreEntry aScore)
{
switch (aDifficulty)
{
case eGameMode.Easy:
insertintoscoreboard(ref APPROPRIATELISTHERE);
break;
case eGameMode.Hard:
insertintoscoreboard(ref APPROPRIATELISTHERE);
break;
}
}
Code: Select all
1. Select * from scores - where gamertag = playername and difficulty = difficulty
2. If match, compare submitted score.
3. If submitted score is lower, return - do nothing
4. If submitted score is higher - remove old entry and insert new one
One of current issues (if I'm correct) is that the QR code submits only the top score on the table. (A version 10 QR code can hold up to 1728 5.5bit characters). Even if the entire table was submitted "easy" scores could flood out any "hard" score. It makes sense to send the top score and not the most recent score - that way you can decide much later to submit - you don't just have one narrow window right after the run to submit your score. All mode high scores need to be submitted in a single QR code. But without separate mode tables the mode high scores would have to be managed separately. So Mikael's decision to maintain symmetry of the game and web table implementations makes sense.n0rtygames wrote:Simplest way...
Yeah so you just add up/down selection to the menu and submit whatever the currently selected score is... Server side logic handles dealing with whether your current score is worthy of being inserted in to the DBHydrogLox wrote:One of current issues (if I'm correct) is that the QR code submits only the top score on the table.n0rtygames wrote:Simplest way...
n0rtygames wrote:Yeah so you just add up/down selection to the menu and submit whatever the currently selected score is.
Without having it filtered in the game, the page won't make sense when filtered.n0rtygames wrote:In the mean time can you just put a filter on the webpage?
You seperate the score tables as I've said above with an actual code example! It's not a tremendous leap of logic to assume that tapping left or right on the stick would also cycle whichever list of scores you're looking at. The same way most console ports have implemented it. It's a system that works. Just indicate it clearly to the user.HydrogLox wrote:n0rtygames wrote:Yeah so you just add up/down selection to the menu and submit whatever the currently selected score is.
- When the table is flooded with "easy" scores there is no "hard" score to select.
- You are imposing excise and your "customers" will hate you for it.
It is not designed in a scalable or well thought out fashion. A little harsh but this is what I usually consider "constructive feedback". I'm not attacking Mice - I just don't get why you're refuting a better design which would take about 30-40 minutes to implement if a cup of strong coffee was present.HydrogLox wrote:So Mikael's decision to maintain symmetry of the game and web table implementations makes sense.
I dunno - I think that's taking textbook material way too far man. This is a genre that needs the extra degree of separation. The ability to cycle through score tables is a given in any shmup that has had a console port and if anything this community has only ever really complained when too many scores are bundled together when really a clear distinction should be made (Jamestown lumping coop with solo play, DFK lumping Green Heli with basically anything..)You are imposing excise and your "customers" will hate you for it.
If that issues a QR code to remove the current high score from the global list - that way budding high score chasers can toss the "easy" training wheels and start over on "hard". But this is still a rather arcane way of working around the problem.mice wrote:So last option coupled with a "reset hiscore list" option might suffice.
This one is probably the best. Reasonably speaking nobody is going to be hopping between difficulties so simply submitting the single high score of the current table or the currently chosen difficulty is probably a good compromise.mice wrote:One list per difficulty: Best score uploaded
But you are already suggesting separate tables for each mode in the game - this started out with you asking for a simple filter on the web page and me predicting that this is going to snowball to all sorts of changes on the game side.n0rtygames wrote:You seperate the score tables as I've said above with an actual code example!
In what sense? I think we have already arrived at the conclusion that each mode will need its own score table both on the game and on the web page. The only way you can stick to a single table in the game UI is by tossing the "top ten score" idea and simply list one high score per mode for the currently logged in user. The other potential scaling problem is trying to submit more that one score per QR code.n0rtygames wrote:It is not designed in a scalable.
Core logic maybe, what about UI changes, testing? Maybe its time to keep a recorded log of what you spend your time on - guard that "optimism" around people who might take your word for it.n0rtygames wrote:a better design which would take about 30-40 minutes to implement if a cup of strong coffee was present.
My issue wasn't with scrolling between separate tables - my issue was with scrolling within a single table. We are dealing with a clientele of smart phone toting easy button pushers. I think one can get away with simply submitting the high score for the current table or for the currently selected difficulty - but I would also expect bug reports that their high score doesn't show when they never submitted a QR code for that particular difficulty.n0rtygames wrote:I dunno - I think that's taking textbook material way too far man.
80% procrastinating, 10% wanking to shake off the procrastination, 10% coding. The 40 minutes is spread to allow for realistic distribution of wanking breaks - point is if you actually sat down and worked solid, you'd get it done quicker than you realise!HydrogLox wrote:Core logic maybe, what about UI changes, testing? Maybe its time to keep a recorded log of what you spend your time on - guard that "optimism" around people who might take your word for it.
Your core audience should always be the heart of the western shmup scene. You can make concessions to cater for casuals.. easier difficulties, autobomb mechanics - go for it. But if you start thinking of your player base as a bunch of knuckle dragging retards who can't even navigate a menu something has gotten a little weird.We are dealing with a clientele of smart phone toting easy button pushers.
There is no argument on that point. The argument was if this separation was possible by only changing the server-side logic - without any significant changes on the game side.n0rtygames wrote:Also separation is a good thing.
Simply trying to capture the mentality that relies daily on technology without any concept under what constraints it has to labour under - technology that might as well be magic. This same mentality tends to have little notion of where the line is between what is reasonable and what might as well be magic.n0rtygames wrote:Also I gotta say this is a pretty weird comment
I was more thinking of your general XBLIG consumer which is a much broader spread.n0rtygames wrote:Your core audience should always be the heart of the western shmup scene.
True. Or you could decide that there is only one competitve mode - "hard" - and those are the only scores that go to the game and web table.n0rtygames wrote:In order to allow for proper competition, you gotta have these levels of separation.
To engage those who actually might be ready to be introduced to the genre through the more accessible "Toaplan Tribute" style (compared to more "esoteric" styles typically only appreciated by die hards)?n0rtygames wrote:so why smartphone toting "easy button pushers" even come in to the equation is absolutely alien to me.
No, that would only be for the local table. Difficulty setting is already taken into account at the score reg on the web.HydrogLox wrote:If that issues a QR code to remove the current high score from the global list
The only issue with this is that if you play good easy rounds and fill it up, it could be hard to change mode and get a score in.n0rtygames wrote:but frankly I can't offer any suggestions on that as I think this approach is just really silly.
I don't think they even thought it through, they just did it because it's the natural thing to do. And as I said, all I see is my name at the top of them...I already know that before flicking through them.n0rtygames wrote:Why attempt to force this when all of the console ports of successful arcade games keep things separated? Also separation is a good thing.
QR is generated for the user logged in on the controller pressing the button and taken that users highest score.n0rtygames wrote:Does upload score search for your gamertag before generating the QR code?
huh?There is no argument on that point. The argument was if this separation was possible by only changing the server-side logic - without any significant changes on the game side.
This seems like a really dangerous suggestion btw. I don't want to come across as too much of an asshole but when you're starting to suggest things like allow clients to do anything other than push entries (in this case you're suggesting that a client be allowed to request a deletion) then you are asking for trouble and this is a very worrying proposition.HydrogLox wrote:If that issues a QR code to remove the current high score from the global list
Nobody is messing with the game itself - I just personally feel that the "Toaplan" style is generally more appealing to the "Western" palate than, for example, the "Cave" style (especially once we get to the Deathsmiles end of the spectrum). We are talking about the ease of use and logic of everything around the actual game. I'm getting the sense that you yourself have been at times mystified by some of the UI choices that were made by the more established design houses - almost as if the UI was bolted on as a quick afterthought.n0rtygames wrote:is to NOT make the games accessible.
I wouldn't disagree with you there. And I'm also a bit handicapped as I don't know the gamertags in the PC and OUYA are managed. So my discussion focuses more on the XBLIG side of things. If I understand it correctly:n0rtygames wrote:The only reason I would advocate snapping individual scores would be if multiple gamertags are scored in the same high score table.
My concern was with getting rid of that annoying "easy" score that is preventing the new lower "hard" score from showing up on the web - but at this point in time you have probably decided to already show both scores.mice wrote:Difficulty setting is already taken into account at the score reg on the web.
I think the "top ten" table makes little sense if the table only shows scores for the currently logged in gamertag. If it's only for one gamertag, show the high score for each mode played and stop right there. "Top ten scores" only really make sense to compare scores from different players and there a "Top ten players" may be better anyway so that the best player cannot dominate all the entries of the table.mice wrote:All you'll ever see is your name at the top on each of them.
Wouldn't it be better to have them all visualized at the same time?
mice wrote:you two will soon come to an agreement that is suitable for us all.
No it's a valid point butn0rtygames wrote:(in this case you're suggesting that a client be allowed to request a deletion)