You should mention on the help screen that the scroll wheel lets you zoom into first person/ engine hood view. Before you do that, those should be fixed though: The front shield is black, not transparent, so I could use only engine hood view. This is a bit too "dynamic" though, in lack of a better term. When you drive upwards, the camera descends below the engine block and I see the front suspension. When driving downwards, I look in the sky and can't see the car at all, makes avoiding obstacles difficult.
For the roads: To make driving a bit more challenging, add obstacles close to the road, e.g. guard railings.
For the generation: Right now it feels like a very even distribution of item scattering. Defining some types of areas and how these get populated with scenery may give a sense of "overall structure".
As a fan of Slow Roads, I do like this approach! Climbingin the mountains and jumping down was kinda fun. Maybe add a second car that is faster?
Well I hope you sell a lot of plugins so you can keep working on this :) Bookmarked and looking forward to updates.
What I missed in the docs: Is there some out of the box deploy target? Ink has a web export for example, so if that's all you need you don't need to deal with any middleware aspects and simply write your game, export for web and get the interface for free, basically.
Ha.. thats a very cool way of adjusting. themes. I hoped for being able to adjust a lot of things around markdown edit and markdown preview though. My biggest problem with Zed right now. Themes are actually ok to me. Maybe thats on their todo though who knows.
This is not only affecting uberspace, but every website with .de infra. I just don't know if there are websites that check if whole TLD's are down to provide such an URL instead.
The export basically creates a page with an HTML IFRAME in it that embeds the hosted version of your game on easel.games so that all the multiplayer and leaderboards continue to work.
What you're describing isn't uploading the game, then, but uploading a stub with a transclusion of the game. I'm not the same commenter, but surely that doesn't answer (what I see as) most of the implications of the original question?
Okay, in that case you can upload a stub with a transclusion of the game. If there is enough demand I would definitely work on a standalone export system!
Vendor lock-in with a monthly subscription where the price can change at any moment or the company may disappear along with your product. I wouldn't build my business on that.
I would love to make a license where you could export and then you can run it forever yourself on your own server! It’s not because I don’t want to do these things, it’s just I’m one person and I never get the time to do everything I would like to do.
Yea I get that, I still wouldn't want to invest a serious amount of time on a product to build on such a platform. Best of luck though maybe it still works as a business.
You should mention on the help screen that the scroll wheel lets you zoom into first person/ engine hood view. Before you do that, those should be fixed though: The front shield is black, not transparent, so I could use only engine hood view. This is a bit too "dynamic" though, in lack of a better term. When you drive upwards, the camera descends below the engine block and I see the front suspension. When driving downwards, I look in the sky and can't see the car at all, makes avoiding obstacles difficult.
For the roads: To make driving a bit more challenging, add obstacles close to the road, e.g. guard railings.
For the generation: Right now it feels like a very even distribution of item scattering. Defining some types of areas and how these get populated with scenery may give a sense of "overall structure".
As a fan of Slow Roads, I do like this approach! Climbingin the mountains and jumping down was kinda fun. Maybe add a second car that is faster?
Well I hope you sell a lot of plugins so you can keep working on this :) Bookmarked and looking forward to updates.
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