-
Content Count
109 -
Joined
-
Last Visited
Community Reputation
19 FavourableAbout Yelmond
-
Rank
Backpacker
-
Thanks for the offer. I'll keep it in mind. I actually use Unity3D a lot at my day job. It's nice but it's a bit too late to make Synekism run on Unity. That ship has sailed. Synekism has always been pure C++.
-
Currently, the planned completion of the game is Q4 of 2102, so you were pretty close. But your observation of and reaction to the lack of progress in the past 3 years is both accurate and fair. I hope I never gave anyone false hope for massive progress. Synekism has always been a hobby first and product second. However, despite the slow crawl forward, I don't see an actual end in sight.
-
That's awesome. I have no idea why this would happen. Can you try one or two older versions of Synekism? Also, you can use 7zip to extract SynekismSetup.x.x.x.exe to a folder. One of the generated folders will contain Synekism.exe. Can you run Norton on Synekism.exe? Does it also get flagged? I don't have Norton but I'll try to research this a bit and see if there's something I can change on my end. I can give you the source for the installer if you'd like.
-
That looks like an impressive city. Regarding the crashing, can you send the city save file along with any information on what you were doing when it crashed to support@synekism.com so I can attempt a fix? I'm assuming that's the latest version?
-
Thanks for the tune. I like it. I tried playing the game while listening to it and your song seemed appropriate enough. Music that ships with Synekism is not very high on my priority list but I might add a page that lists some "recommended" music for the game in the interim. We'll see.
-
I appreciate the encouragments. Thanks! I'll keep at it.
-
Accurate observations but you've missed the best part. See, Synekism struggles so much to draw those simple boxes right now that it uses way more resources (RAM, CPU, GPU) than a realistic refined designer like SC4. Good luck running it on a tablet.
-
Thanks!
-
As always, your support is very encouraging! Thank you.
-
I'll say, I really like the abstract aesthetic of the current prototype. It gives it a very cool, minimalist feel - the board pieces are abstract, and don't get in the way of game rules... Could there be an option to play in the current state, with just boxes? All in all, very cool! Apologies for the delay. I assure you that solid colored boxes will always play an important role in Synekism. Exactly how they will be used in the future I still need to figure out but I've started liking them as well.
-
As always, the support is very much appricited. Thank you. Though mentions of other games, especially links, on that forum seem to have a really short life span...
-
What you suggest will most certainly come in some form once modding in Synekism becomes relevant. Unfortunately, the game's architecture is not yet in a state in which it can accept and use external models. Creating and importing models are only the first steps with additional work being required to properly populate the city with them. Given my current development priorities, such functionality will not come for some time. I'm afraid you're stuck with boxes for a little while longer. Additionally, keep in mind that Synekism is meant to be procedural in nature so the first step will be to create buildings procedurally at runtime instead of static model plopping.
-
Sweet. Thank you! You've pretty much touched on all the major bugs currently plaguing the game and I agree that I probably massaged the residential ratio a bit too much. I'll see if I can release a patch to return that ratio back to sanity.
-
That shouldn't be. Please email support@synekism.com, including the version of Windows you're running on, and we'll try to figure out what happened.
-
Yep, that's not really a bug - it's more the result of my validation code being less than optimal leading me to disable it by default. Basically, the validation code that's supposed to not let you build things on top of each other is very inefficient and slows down the game too much - so I disabled it by default. You can enable it if you wish by pressing F3 + V and then the game won't let overlap things anymore. This will be "fixed" when I re-write the validation code. Until then, overlap all you want.
