marktillery

Discord User ID :: 124312001924038656

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marktillery
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  • @Foamborn if you haven't already, can you send in a bug report from the game client? Click the ? in the upper right, and then "send bug report". This will send us info about your system that may help. Also, if you can provide replay IDs for any game…
  • @Cycle Thanks for the post! We're lucky to have you playtesting for us
  • @ergo Thanks for the report! We actually have seen some similar performance issues very recently, and are investigating them now.
  • @Lef ok here's a trace from one of your games: http://imgur.com/G2RURT9 Take a look at the row labeled "ctick" for CohLysion, Trumpetmcool, and yourself. This row indicates when the simulation thread started each tick of the game. You'll see that…
  • @Lef glad to hear it! I'll take a look at your recent games to see what was going on with the lag.
  • Hi @Fluke - we spoke in the chat, but I'll follow up here in case anybody else finds this thread. We made the decision to switch to a native client instead of using the browser for a variety of reasons that you can read about here: http://blog.arti…
  • @Deaucalion yeah, atlaspedia has been replaced by the "collection" page. Let us know if there's information missing from there that you're used to having.
  • @Ironkilt your feedback is appreciated, and we love hearing constructive criticisms from players, so no need to apologize. All your points are completely valid. I think it is harder to develop the story and character after the fact. Unfortunately w…
  • Thanks for the feedback everyone! Having the game pause during text popups was added late last week, but not in time to get it into the build for the weekend. But we hear ya!
  • @Ironkilt thanks for the feedback! We actually have spent some time thinking about lore and the world that the game takes place in, and we want to flesh that out as much as possible. However, our focus has been on creating a lot of fun, strategy, an…
  • Sorry for not seeing this earlier - we pushed a fix for this about an hour after you posted this. Hope you're able to get some games in!
  • Scrap and Stock are placeholder names that will be getting swapped out soon! Supply will probably stay since its such a familiar term.
  • We're going to reach to some competitive daily testers who haven't been around in a while to see if they'd be interested. Great idea!
  • @Wicked great - and did you try running at lower graphics settings? I think one of my coworkers has a surface pro, we'll run the game on there and see how it does.
  • @Wicked said: When I tried to join other bots in combat it feels really sluggish and laggy. The response is too slow. The best thing about sc2 is that it's snappy and quick, same thing with League. Having responsive controls is really imperati…
  • @John we've had a lot of reports of very bad FPS on MacBook Airs. I'm trying to get my hands on one to see what's going on. If you were getting 20fps I might say we just haven't optimized the game enough yet for an Air, but 1fps is an indication tha…
  • @HotBassFishin yeah emailing support@artillery.com is the way to go with these things
  • @John Hey there - sorry you're not able to run the game. A 1.7Ghz i5 is on the low side, but it should get around 30fps. We test the game on a 1.8Ghz i5 with HD4000 (although that's a PC) and get 30-50fps. Can you make sure you're on the lowest poss…
  • @TheUlf This is really awesome! I would love to experiment with something like this in atlas. Unfortunately, we're pretty maxed out in terms of getting the existing game and controls into a shippable state so we won't be able to work on this in the …
  • @CohLysion Honestly we just haven't thought about it too much. It seems like a potentially great idea, but we have such a huge amount of work to do right now that it just isn't on our radar screens right now.
  • @Decency Most people use vim, sublime, or emacs on mac or linux. We still do development internally in the browser sometimes, as the debugging tools are pretty good. The C++ code gets built using emscripten, clang, and MSVC++ depending on the plat…
  • @Decency @Cycle @Burdock hey guys! Really sorry for not noticing your questions here. Its been a busy few weeks. I will follow up tomorrow.
  • @Burdock I'm not an expert on the guts of the UI, but basically anything we do that causes a layout can be pretty bad. However, the bigger problem right now is that we can't de-couple our UI frame rate from the game frame rate. We have a feature req…
  • @AceAl yeah, that about sums it up :D
  • @CohLysion WebGL is basically a javascript API wrapping OpenGLES 2.0, which is basically just a subset of modern OpenGL. Additionally, emscripten (https://github.com/kripken/emscripten) has a mostly-complete OpenGLES 2.0 implementation built on top …
  • @OotoriKyouya I'll update the system requirements to specifically mention Windows 7 Service Pack 1. Unfortunately, it would be very difficult for us to support Windows 7 RTM (without SP 1) because Microsoft discontinued support for that OS three yea…
  • @ShrikeGames Targeting is a pretty complicated topic - there are some basic target priority behaviors that you've mentioned, but these behaviors don't always play out in a perfectly clean way. Firstly, it would be pretty hard to write down a set of …
  • @AceAl That was amazing. Thank you.
  • @burnmelt Right now we have blue HP bars for your own units, green for your allies, and red for enemies. If that's not what you're seeing on the screen, its a bug - can you please post a screenshot of what you're seeing? We used to do green, yellow…