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Spent most of today in "DLL Hell" but my dad managed to get me out of it with some Visual Studio tricks. Eventually I managed to get my sharing code intergrated with the game and was able to play a game, select a section and share it with Twitter, YouTube and Facebook all in one session.
A lot of the time, over the past month, I have been learning how to write client/server code. Luckly using node.js I can write server code in JavaScript which is the language I first learned.
Because Twitter has a lot of restrictions on video size, resolution, duration and frame rate I will have to create a UI that can inform the user and restrict some of the export options. For now I am just detecting when Twitter fails and activating a placeholder dialogue box that warns the user that the upload failed.
Its easy to upload to YouTube because YouTube will accept any video you give it. Facebook is limited to 30 fps, 45 minutes and 720p. Twitter is limited to 40 fps, 30 seconds and effectivly 720p. So when you want to export to all 3 at once I am going to have to find a way to limit duration, filesize, frame rate and resolution to the lowest common denominator.
Facebook's policy is that the user needs to be able to write their own message and description and developers are not alowed to auto-populate any of the text.
This is adding up to a complex UI that is going to take some thought.
Apart from that I have been working on weapon balancing by creating a whole new damage system while still keeping the game fun. Some of the heavy weapons such as the BattleAxe and SledgeHammer are underpowered especialy when you get them up to speed. I kind of feel that the Knife is pretty perfect right now so I am trying to balance the other weapons around it. (Reach vs weight vs damage vs "swiftness")
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