I wanted to beat the level 3 and 4 bosses, but I can't. It fit the pace perfectly.Ĭheesehead původně napsal:Well, they just boosted the experience, and messed up my game completely. I think chances are they aren't playing anyways, but crying in the forums.īooo hooooooo.this game is too hard for me. You can't play a decent game anymore without developers listening to the constant stinking whining of people that want things easier. If you, as a player, find the game boring, go ************** play something else. Or add 100 more levels that take as long to get as being level 3 currently to make people happy. Why not just make the next patch where you click 4 guys you like, click the "I win button", and watch a cutscene. So now we have to forever nerf experince point systems because of your typical WoW players who expect instant gratification, and only care about being max level. So yes, thanks a lot for patching this when it wasn't broken. It also costs more to keep them from going crazy in the tougher areas. Having level 5 and 6 guys don't matter if you can't pay for their equipment. Going into the level 5 and 6 dungeons isn't cost effective, because of the strain the game puts on them.Īnd, like I said, I can't go after the level 3 and 4 bosses now cuz my characters are too high now. They are all now level 5 and 6 with no way to pay for training. The only way to go back and earn money is kill off half my characters, because I can no longer farm money in order to pay the costs of training them. Well, they just boosted the experience, and messed up my game completely. I'd get bored too if all I did was send in "my" 4-person team each time and fight-fight-fight-parry-parry-parry all day. Then, on the next run, you'll apply what you learned when making the new team. It won't, and you'll have to adjust your play mid-dungeon, and you'll learn stuff. Then put that squad together, spend your very tight resources making the team a little better than they were last time they went out, give them a couple trinkets that you were able to bring back on prior missions, and see if what you put together actually works. The way to play the game is to hire a bunch of people, and every single run look over your roster and think about the dungeon you're going into, the creatures you're likely to face, and think about what skills will compliment each other. ![]() Complete Breakfast shown is actually a complete breakfast without our sugary cereal included). The trick here that you may be missing out on is that sending the exact same 4 people into dungeon after dungeon is NOT the way to play the game (In my opinion of course. I could (and have) just repeat these dungeons for hours. unity scene file in Text Editor.I don't understand the desire to not play the game. ![]() If you want to view your own scenes as a text file, go into your Editor settings, turn on Asset Serialization mode, click on Force Text, and open the. Smaller project and repo sizes result in faster iteration times and smoother workflows. In particular, the scene using Sprites has 370,000 lines in its file, whereas the scene with Tilemaps has 30,000 lines. ![]() It’s clear from this comparison how much work the Sprite serialization has to do. On the left is one Sprite, with Transform and Sprite Renderer components. Each of the proceeding tiles state properties like the tile used and its position. The rules for all of the tiles, including the type of tiles used, are set at the top of the Tilemap. On the right is a section from a serialized Tilemap, made up of four tiles. Thanks to Pixel Reign for this scene from their game Robbie Swifthand. In the above image, you can see a comparison between two serialized scene files, one that uses Tilemaps, and another that is recreated using Sprites. Unity does the serialization internally so that whenever it loads a scene file in-Editor and at runtime, it takes those saved files and turns them into Unity objects. Essentially, it restores data and objects from a saved state. Deserialization is the process of transforming data from one format to another. ![]() This is the process that often takes up the most time in your game, especially on Android devices. Loading scenes in Unity is a two-part process: First, the data is read from the disk. Having fewer GameObjects and components means less objects to load from disk, deserialize, and keep in memory at runtime.
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