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Messages - Produno

#166
I am not entirely sure how it works for the monthly subscription, though im sure it just gives me a set amount when someone purchases through my link. This may also be the case for games in the store.

I think however for the bundles you can then set how much comes to me.
#167
A World of Ice and Fire / Humble Bundle Partner
March 31, 2019, 06:19:15 PM
I am now a Humble Bundle partner, which means you can gift some of your money to me whenever you purchase anything from Humble Bundle. Either follow the link below or add '?partner=produno' at the end of the webpage link.

https://www.humblebundle.com/monthly?partner=produno

When purchasing you need to select how much of the money goes to whom.



If you don't know what Humble Bundle is, it's a great to buy cheap games whilst giving to charities. Plus it's completely legit unlike stores such as G2A.



Any questions, feel free to ask!
#168
A World of Ice and Fire / Re: Twitter and Youtube
March 30, 2019, 08:35:30 PM
bump to the top.
#169
I think this was due to a bug introduced in the last update. Should be fixed in the current test build which is scheduled for release soon.
#170
Quote from: Karolinen on March 04, 2019, 03:18:07 PM
Quote from: jipped on March 04, 2019, 06:15:10 AM
Are you sure this isn't the mission from ACOK mod?
Oh, I guess I was wrong. True, it's in ACOK, I realise. But does the North questline in this game even continue after Red wedding? Robb Stark is alive and sits at the Twins doing nothin' and I'm at day 237 now...


Technically the quest continues but not really for the North.
#171
Help & Support / Re: Red Wedding
March 18, 2019, 04:04:50 PM
This should be fixed in the current test build which is scheduled for release soon. Something somehow went wrong in the last update...
#172
Quote from: SirensCry on March 18, 2019, 02:04:14 AM
Well, so i managed to save like 100k stags to get free of my Stannis oath and siege Kings landing.

I conquered it, im the King now and sent like 20 lords to the wall just because i can now lol. Still, the whole adventure cost me my 2 giants and several high level companions, i just not have the funds to keep them in the party.

Im leaving that save for now until i can figure out whats going on with the companions issue.

Started a new one enrolled on the nights watch. New set of questions : Can you become a lord or vassal of the nights watch if you reach max lvl as a soldier or something? Im on my way to try it out now, but i could be nice to know in advance. Same for any other faction : You reach the max lvl rank and thats it, or theres some more to it?

Tnx again!

Edit: Right, now i know why the Nights Watch always lose. Mance's giants just wiped the 600 combined army or Mormond and Half-hand ( i was on Mormond's as a trainee ) and yeah, the last 5 giants wiped the last three 150 reinf. waves of the Watch by themselves. I just grabbed popcorn and watched on Death Cam lmao. at least one of them fainted towards the end xD.


Currently you can only enlist as a soldier for the Nights Watch. Although upgrading to a lord on full rank sounds like an interesting idea.
#173
Other Game Engines / Re: Godot
March 14, 2019, 03:48:03 PM
The lead dev says Godot 4.0 should have the capabilities to compete with the likes of Unreal and Unity for 3D rendering. For 2D it is possibly already better due the fact it has its own 2D renderer and does not rely on camera trickery in a 3D renderer. One of the reasons I decided to use it as my game is 2D with some small amounts of 3D rendered within it.
The only issue with Godot currently is the scripting language GDscript is not as performant as C# in Unity or C++ in Unreal. Although 3.1 now offered typed script in GDscript which now allows them to drastically improve the performance of the language, so in the future it shouldn't be too far behind. Not enough to worry anyhow.

You can also use C# alongside GDscript, although i think that is still being developed and if a part of your code drastically needed a performance increase there is nothing stopping you from adding functionality yourself from the actual engine code, seeing as its all open source this can be done.


As for my game, I will probably do another small update blog on it soon. I am considering releasing a small demo to a select few to gather some feedback, though I'm unsure whether I should do this yet or not.
#174
Other Game Engines / Re: Godot
March 14, 2019, 11:09:18 AM
Godot 3.1 has just been released. If anyone wants to have a try at gamedev this is the engine for it :)


https://godotengine.org/article/godot-3-1-released
#175
v4.0 / Re: Eastwatch Harbour Dialogue
February 28, 2019, 01:57:14 PM
Don't forget to check the updated changelog before reporting bugs http://aworldoficeandfire.co.uk/Forums/index.php?topic=35845.0

It has already been fixed for the next build :)
#176
You need to get your Commoners Trust up by helping neutral, villages etc.

p.s what name did you back on patreon so I can add your tag?
#177
Discussions / Re: Devlog 1 - Progress update
February 09, 2019, 01:57:34 PM
Thanks  ;D


I would definitely suggest trying Rimworld, it's a pretty awesome game! Once I get far enough I will possibly release a demo of the game in the donators section.
#178
Quote from: TrollPlayerMx on January 30, 2019, 07:27:05 PM
Quote from: Produno on January 30, 2019, 04:02:45 PM
They are currently not implemented, I only laid the groundwork for them, they should be in for the next update.
oh, thanks for the info, any expected date for the new update?


Not yet no. I have spent most of my time lately on fixing bugs. Once I have got through these I can add the companions. I also waiting new scenes from GoKilller. I was hoping end of Feb but it may end up being later, as usual  ::)
#179
Help & Support / Re: Battle issues
February 05, 2019, 02:40:56 PM
The game is not designed for new hardware so it may not run as well as with slightly older hardware.

350 battle size is also quite high, you could try turning it down to around 300 and adjust some of your options in the mods options menu. Turning advanced AI off will help a lot but it puts the AI back to native.
#180
Discussions / Devlog 1 - Progress update
February 05, 2019, 02:28:11 PM
I thought I would show a little progress on the things I have been working on lately (When not working on AWoIaF of course  ;D). A link to the original larger images can be found at the bottom of the post.




I have been adjusting some of the menus like the one below, these will probably see constant refinement as development continues. I have also been working on new assets which include new hair as can be seen below. They are currently white as the engine will handle the colour on pawn spawn, meaning they can all be randomly generated.





Random events are in.. well, sort of... They don't currently do anything but the groundwork is now laid for all sorts of cool events to happen.






Quite a bit of time has been spent refactoring the code. I am still learning the engine so continuously find better ways of doing things, this means the code is always evolving which takes longer but keeps things neat and tidy. One of those refactors has allowed easy implementation of creatures. That means aliens, robots, androids, animals can now all be added easily without too much code. Currently they use the standard pawn menus but this will change depending on the creature selected. I may add an option to tame them much like in Rimworld, though we will see.





If this project is something you are interested in then don't forget to post to show your support :)




Original images.