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Topics - Kyzrati

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326
Announcements / Important Reminders for Claiming Rewards
« on: May 29, 2015, 01:36:56 AM »
As you all know there are several rewards associated with the alpha access program, some of which require that you provide additional information. (Most of you here on the forums have done this already, but I'll be referring supporters in some other communities to this post as well.)

To provide your preferred name(s) for the in-game supporters list and item attribution reward, fill out the form linked from the original download email received when you purchased the game. The form takes like 1 minute to fill out, so please do that as soon as possible to prevent delays.

Also, for anyone who got the Advanced Tier, remember to also submit the separate t-shirt info form linked from that same email--don't make me guess your shirt size!

For anyone else who hasn't yet but might want to, t-shirts are still available for a limited time as described at the bottom of the buy page.

In related news, demand has been strong enough that all items have been claimed with regard to the "item attribution reward." Any future supporters will receive all benefits except that one. Don't worry if you haven't yet submitted a form--I've reserved items for all supporters up to this point, but do fill the form out soon!

327
Announcements / The Near-Term Plan
« on: May 22, 2015, 09:23:10 AM »
First of all, I am extremely grateful to have such awesome supporters. YOU are making this and everything that comes after it possible! We will continue to make Cogmind one of the best roguelikes ever created.

Launch has gone quite well considering it was a soft launch with no press support. Still a long way to compensating for the game's full past and future budget, but certainly good enough for now. I'm so glad we've finally got this show on the road and that everyone is enjoying it ;D. (I collected some quotes in the first days after launch, which you can read here.)

Now to the business of development...

We have a long-term plan guided by the roadmap, but I should offer some direction as to where things stand and what will happen over the next few weeks.

As of today, days after launch, I'm still not caught up on essential launch-related tasks. I haven't even finished the original list of secondary launch announcements I wanted to make on the web! That and other things have been repeatedly put off for more pressing issues like handling orders (some customers need help, and I'm new to the system) and technical support (mostly limited to a few specific issues).

Post-release management has been a ton of work. I've slept about 5 hrs/day for the last week to try to get more done, but there's only one of me vs. a lot of things to be done. I'm not complaining--I love having lots to do--but I've never been so busy in my life and the load is somewhat unexpected. My expectations were maybe a couple days of non-stop busyness, not trying to play catch up for an entire week and still remaining far behind the entire time!

So in the near-term...
  • This weekend I may try to take a very short break (half a day?) so I don't like, die soon ::)
  • Once all the announcements and launch stuff is done (few more days?), I'll be working on a bug fix release that addresses any easily adjustable little things that players have brought up, as well as a few crash bugs. (This release will also include a major change to the level generation--stairways to unavailable branches will be completely removed for now.)
  • After the bug fixes, I'll start work on Alpha 2, which will try to incorporate some basic UI features that have been requested. Which ones will depend on how easily each one can be achieved in a short time--more involved features will wait until Alpha 3. I don't want Alpha 2 to be delayed long because:
  • If everything seems to be working smoothly enough, with Alpha 2 I'd like to run an official tournament for all of you special early supporters. Our very first tournament, with prizes even!
  • After that, we will finally enter the "normal development phase," during which I go back to working on the listed roadmap features to build the final game. There will be new releases at least every time a new branch is added, more if a significant batch of new non-branch features was added.
In the meantime, know that because I'm still handling short-term launch-related issues, responses to anything non-urgent on the forums, like suggestions and ideas, will come very slowly for now. I'm not ignoring those boards--they will eventually be getting a lot of attention from me, but I need to get past all this other stuff first.

I appreciate where any members who are familiar with my plans/thoughts/statements from wherever can help answer any questions on my behalf if it's taking me too long to get to them. (And feel free to discuss amongst yourselves so that when I do have opportunities to join in, there are already a number of viewpoints to examine.)

Looking forward to the rest of the year!

328
Everything REXPaint / What is REXPaint?
« on: May 18, 2015, 04:40:44 AM »
REXPaint is a powerful and user-friendly ASCII art editor.
 
Major Features:
  • Edit characters, foreground, and background colors separately
  • Draw shapes and text
  • Copy/cut/paste areas
  • Undo/redo changes
  • Preview effects simply by hovering the cursor over the canvas
  • Palette manipulation
  • Image-wide color tweaking and palette swaps
  • True-color RGB/HSV/hex color picker
  • Create multi-layered images
  • Zooming: Scale an image by changing font size on the fly
  • Browse art assets and begin editing at the press of a button
  • Images highly compressed
  • Export PNGs for use in other programs or on the web
  • Export .ANS files for ANSI art
  • Other exportable formats: TXT, CSV, XML, XPM, BBCode
  • Skinnable interface
See many of these features in action here. Download REXPaint from that same site. It is a freely available tool developed by myself for roguelike development and released for the community to enjoy. Many other developers, artists, and enthusiasts already use REXPaint for their own projects.

REXPaint is great for a wide range of purposes, having been used to create all of Cogmind's ASCII art, draw UI mockups for planning and reference, and even paint pieces of maps integrated into the map generation algorithms.

I've posted a guide to using REXPaint to assist with various aspects of roguelike development here.

329
Bugs / How to Report a Bug
« on: May 18, 2015, 04:37:24 AM »
First, check this board to see if the issue has already been reported. (If so, feel free to chime in over there.) You may also find the issue listed here as fixed but to-be-released.

If not, make a new thread with a descriptive title summarizing the bug. Something like "Recyclers recycling currently engaged combat robots" rather than simply "AI Bug." Ideally prefix the title with the version you're playing, e.g. "[Alpha 1]" (or at least put it in the post).

Explain:
  • the circumstances under which the bug occurs,
  • what happened, and, if possible,
  • steps to reproduce the bug.
If your game crashed or exited on a fatal error, it is extremely helpful if you attach a copy of the "crash.log" file.

If your game didn't crash, you can attach a copy of the "run.log" file to potentially provide more information, but this is only relevant if you haven't started the game again since the problem occurred, as this file is overwritten with new information each time you run COGMIND.exe.

Note: You can also enable automated error reporting via the options menu ("Report Errors"), which will automatically attempt to upload crash.log if your game crashes, though this is more of a simple backup system since it's still much more helpful if you can describe the full circumstances of what went wrong!

If you have multiple bugs to report, please put each in a separate thread! (although something like a collection of related issues, e.g. typos, can all be put in the same thread).

330
Support / Migrating to a new version
« on: May 18, 2015, 04:35:04 AM »
When you download a new version of Cogmind*, do not copy it over the old one. Instead:
  • Put it in a new/different location.
  • To retain all your settings and meta progress (like item collection stats), simply copy the contents of the old version's /user/ directory over to the new version.
  • Before deleting your old version, also remember to save any contents of the /scores/ directory you might want to keep.
  • You can now safely delete the old version.
Transferring your /user/ directory will retain your option configuration, item collection stats, tutorial records, and other metadata.

An even simpler alternative option is available, as described in the manual under File Options, though it makes Cogmind "non-portable," since the files will be stored outside your game directory.

Note that saved games are not usually compatible between major versions, so finish any previous run before updating. (Even if you copy an old incompatible save over as part of your /user/ data, the new version will simply rename it and ignore the file.) Hotfixes and smaller updates may retain save compatibility with the previous version, in which case the release notes will specify that you can continue old saves.

* The latest Cogmind version is always accessible via your personal download link. That link will never change. If you've lost the link, or want it sent to a different address, email me at gridsagegames@gmail.com



Specifically for Steam players: Automatic updates will of course retain your user info (a feature also compatible across multiple machines via Steam Cloud), although if the new version is not compatible with your old save, it will start a new run. If you like, in Steam settings you can use the Cogmind > Properties > Betas tab to roll back to a previous "legacy" version to finish an earlier run. (If you have an older run you haven't finished, the game will remind you.)

331
Support / Missing your download email?
« on: May 18, 2015, 04:32:27 AM »
Email me at gridsagegames@gmail.com and I'll take care of it ASAP.

But first, to potentially solve the problem even more quickly consider the following possibilities:

Check your spam filter. In many cases these emails are filtered as spam and never reached your inbox!

Make sure you're checking the right email. Many of us use a number of email accounts these days--be sure you're checking the one attached to the system used to make the payment.

332
Support / Problems running the game?
« on: May 18, 2015, 04:28:51 AM »
Some potential issues to be aware of, and how to solve them:

Game does not start, instead Windows says there are missing DLLs like "msvcp100.dll".

Install the MSVC++ 2010 Redistributable Package (x86) from Microsoft and the game should start normally. Alternatively, if you don't want to download or install the redistributable you can download "msvcp100.dll" and "msvcr100.dll" from the web and put them in your "windows/system32" directory.

Game does not start, or crashes almost immediately.

Possibility #1: Cogmind must have write access to its directory. In Windows, make sure the game is run with admin rights, otherwise it may crash. This is required to create config files and save your progress.

Possibility #2: Cogmind cannot be run from a directory path that contains non-English characters. On some systems this may include your desktop! Make sure the entire path to the game folder itself contains only numbers, punctuation, and English letters. Putting the game in a place like C:\Games\Cogmind\ would be fine. Somewhere like C:\遊戲\Cogmind is not.

Game starts, but won't start in fullscreen or the resolution is otherwise incorrect / doesn't match the screen space. (Especially common on 4K monitors.)

This occurs under Windows 8 and 10 due to its default handling of fullscreen software-rendered programs. This will be resolved in a future version (an MS-recommended fix on Cogmind's end apparently didn't work when introduced in Alpha 2). Before then you can use this easy workaround. (After changing this setting, it's recommended that you delete your /user/cogmind.cfg file before restarting the game so it can better auto-calculate its proper grid size.)

The game didn't save my progress or configuration options!

Mostly likely it's because it was not run with admin rights, which is required to save files including both your configuration and saved game. Make sure to run it with admin rights, and note that adding COGMIND to your Program Files directory will prevent it from having admin rights by default.

If that's not it, your anti-virus software probably quarantined/sandboxed Cogmind and thereby prevents it from creating or saving files in its own subdirectories. When this happens the game will appear to function normally, but be unable to create or save any data! Make sure Cogmind is not restricted by AV programs! If Cogmind didn't start up in fullscreen mode the first time it was run, it is probably being sandboxed.

The game is sluggish.

Cogmind is light on system requirements, but if you have a really old CPU some mid/late-game areas might get slower. In this case, you can increase your FPS by switching to windowed mode, using the smallest/default map size (50x50), and using a smaller font size. The smallest window supported is 1272x720 (Tiles) or 800x600 (ASCII), which are based on size 12 and size 10 fonts, respectively.

If those don't work for you, a more general options is to cap the FPS. Cogmind is set to run at 60 FPS by default, but you can change this manually by opening /user/cogmind.cfg and changing "fpsCap=60" to some other lower number, like 40. This will reduce the amount of CPU time allocated to rendering and leave more for the action.

I'm having trouble getting the game working on my Mac.

This thread will get you up and running.

I use Wine on Linux and cannot install the MSVC redistributable.

Cogmind works fine on Linux under Wine, but I've heard* that some are unable to install the required redistributable. In this case use the alternative method described in the first issue above (put the files in the windows/system32" directory created by Wine). (*This was years ago, so it may no longer be true/required--I think more recent distributions include these files be default.)

333
Support / How to Install Cogmind
« on: May 18, 2015, 04:27:13 AM »
Windows:
  • Download the game from your personal download link sent to you via email. The download is a single zip file which contains the entire game.
  • Uncompress the zip file and put its contents in a folder on your hard drive. (Note: Avoid putting it in Program Files, where programs do not have write access by default.)
  • Run COGMIND.exe (the file inside with the cool-looking icon), making sure it has admin privileges in order to save files. If it runs, great! Otherwise you probably need step 4:
  • If you get a missing DLL error, you need to update Windows by installing the MSVC++ 2010 Redistributable Package (x86) from Microsoft.
If you have any questions about zip files or the redistributable, feel free to ask and I'll update these instructions with more detail if necessary.

Mac: There are multiple available solutions, some with step-by-step instructions: Wineskin and Winebottler. Also a quick video tutorial for installing Cogmind via Wineskin. Requires macOS Mohave 10.14 or earlier!

Linux: Cogmind works fine in Wine, though I don't believe we have any step-by-step instructions for that one yet. Cogmind can also be purchased, installed, and run through Valve's Steam Play.

334
Ideas / Suggestion Guidelines
« on: May 18, 2015, 04:25:05 AM »
You can suggest pretty much anything. After all they're just suggestions and can at least lead to some interesting discussion. Make a new thread for your new suggestions! (Don't tack new suggestions onto existing unrelated threads.)

Keep in mind that there are already clear design goals for Cogmind, as well as more to the game than is publicly available knowledge, all of which must be taken into account before implementing changes or new features.

That said, I take all suggestions under consideration in shaping Cogmind's development. Some of the game's important features and content were the result of either direct suggestions or comments that sparked my imagination or indirectly influenced the game in some other way.

Some existing/ongoing aggregate suggestion threads:



Some suggestion topics are inevitable dead ends so I'll give my responses here to head those off. I'm the kind of dev who likes to say "yes, we will totally do that," but here is the page where I have no choice but to express a lot of Nope ::)

Larger Fonts. While Cogmind does come with very large fonts, some players want to play on laptops where physical screen size (not resolution) can be a limiting factor depending on player vision, and those large fonts are inaccessible because there is no zooming like you might find in other games (due to the terminal-based nature of the interface). Cogmind's mechanics, and by extension the UI, were designed for a grid no smaller than 80x60, thus physical screen size plays a determining role here. Following a comprehensive analysis and multiple community discussions during alpha development, Cogmind will not be redesigned to suit smaller screens. Given the situation, what can be done to alleviate the issue is either insufficient or requires a complete redesign. (Note: To avoid misunderstandings I put together a dedicated page where prospective players can preview what Cogmind looks like on their screen of choice.)

Mobile/Tablet Support. Games for these platforms are best designed from the bottom up to work in that environment, while Cogmind focuses on what works best for PCs. Many design elements, everything from the interface to the mechanics, would be quite different if implementing the same game concept for that kind of platform.

Multiplayer. Not happening. The closest we'll get is high score competitions, seed-based tournaments, and similar events. Feel free to organize these on your own / amongst yourselves, by the way. There will be official tournaments at various points, but as long as there's interest why not have more?!

Modding. I have no doubt there is modding interest, but Cogmind isn't really that kind of game, at least not now. It may be possible one day, but even then it will be somewhat limited because the game was not created to be highly moddable. If you're into modding, take a look at my other project X@COM, which will eventually make a glorious return based on advances made during Cogmind development, while also including a major focus on user-created mods and even total conversions.

(This topic will likely be updated in the future with more information.)

335
General & Off-Topic / Introduce Yourself!
« on: May 18, 2015, 04:10:37 AM »
Use this thread to say hello to your fellow Cogminds!

Let us know a little about yourself, in as many or few words as you like. (And/or pictures!)

You could also answer some of these questions:
-How did you learn about Cogmind?
-What other roguelikes do you enjoy?
-What are your other favorite games?
-What do you do for fun when you're not playing games?

336
General & Off-Topic / Forum Feedback
« on: May 18, 2015, 04:06:12 AM »
The Grid Sage Forums are brand new, so things might be rough around the edges.

If you have suggestions or questions about the forum itself, whether about functionality, appearance, or whatever, this is the place to discuss it!

Regarding the overall appearance, note you can switch your theme to the SMF default or an alternative dark theme I loaded as well ("insidious").

337
Announcements / Alpha Access LAUNCHED!
« on: May 18, 2015, 04:03:07 AM »
The first public version of Cogmind is available for anyone interested in early Alpha Access! Check out the alpha launch trailer!

Details here.

This board will be used to announce all future releases (but you'll also be able to get that information through various other means as listed here.

338
General Discussion / Where to Get Info on Cogmind
« on: May 18, 2015, 04:00:22 AM »
There are numerous sources of information about Cogmind and releases, so I've collected them here to explain what you may find at each.

Primary
  • Website: The main portal for general information about the game. The FAQ there also answers a lot of common questions, including both a roadmap and a list of ways you can help at the bottom.
  • Roadmap: The FAQ contains a visual roadmap that indicates what features are probably coming up soon. It doesn't contain all the little day-to-day stuff, instead focusing on the bigger picture.
  • Twitter: My "official" Twitter account, where I'll occasionally report behind the scenes progress and show off new features in advance. Releases are also announced there.
  • Announcements Board: New releases and major news will be announced via new posts on this board. Activate board e-mail notifications if you'd like to know about those when they're posted.
  • Steam: Pretty much all news and updates are mirrored to Steam as well.
  • Discord: I hang out on this chat server where we have Cogmind-related channels and lots of experienced players available for daily discussion.
  • Unofficial Wiki: If you don't mind spoiling your game, there's a player-maintained wiki (currently somewhat old).
  • Cog-Minder: Aoemica has built an amazing site full of tools and its own Cogmind wiki, which is updated frequently based on the latest game data, and includes full lists of basically everything such as parts, robots, and even a combat simulator.
  • Dev blog: I don't post general updates here, but the blog might of interest to anyone looking for more in-depth articles about a range of development topics.
  • Newsletter: Sign up for the newsletter to be notified via email whenever there is a major release.
Secondary
There are a number of other communities where I post information about Cogmind. If you're already a member you may find them a convenient way to stay up to date and/or meet other players outside this forum:
Other
  • Trailer: Our alpha trailer is a quick and entertaining overview of the game in general, for when you want to introduce the game to someone else ;D
Note that from within the game you can activate the "News/Updates" option, which simply asks www.gridsagegames.com for the latest version number of Cogmind on startup, and the little '?' in the bottom right corner will light up if there is a newer version available.

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