The tutorial doesn’t go into that much detail. But yes, that would be the place for it.
I think there can be at least 4 ways to display regional stores’ price differences:
+) Display the original prices with strikethroughs
+) Display the difference in number of keys discounted
+) Display the difference in percent discounted
+) Display the difference by the appearance (size, color, shape, angle etc) of the down arrows (implying discount)
If it’s not clear that which one is the best, should I poll it? Are there any other methods?
Is it possible for you to put crossed out characters in the game (for example, display 250 below the background and music)?
As long as it’s doesn’t end up being a player-customizable option, I’m fine with any of these.
There’s no generic support for that, but I could hack something together just for this case.
OK I will poll it. Consider Extra Lives (5 x 10 keys) be discounted to 4 x 10 keys in a regional store (Aftermarket, Shade Dealer).
- Show the original price with strikethrough (
5 x 10) - By number of keys discounted for each unit (- 1 x 10)
- By total keys discounted (- 10)
- By percentage (- 20%)
- By arrows (like Price Insight)
For me, total keys discounted will look more clearer than the others.
Especially for those who are bad at math.
(speaking about atmospheric reentery)
Do they really need to be separate? Like, wouldn’t they fit in a typical hybrid mission?
In CI5, you get to play normal waves, and these waves as well.
It is your internet, There is no another server side apply.
Known. The pieces are random. They are scaled down 70%, but sometimes even that is not enough to make them actually smaller. Also see this:
Do they really need to be separate? Like, wouldn’t they fit in a typical hybrid mission?
Theoretically they could, but the transitions (from space to planet and back to space) would be messy in terms of implementation.
The issue is from your side.
I guess Other side to mean Server side, simply, your internet didn’t receive anything from the server. Therefore the game thinks it’s the server’s fault.
I might be wrong though, but the issue is from your side.
Theoretically they could, but the transitions (from space to planet and back to space) would be messy in terms of implementation.
Didn’t you just use a space background connected to earth atmosphere then sky?
Confusing by the way how it said
Server side or my side?
“Other side is unresponsive” simply means that no data was received for the last 30 seconds. There’s no way to know who is to blame. The server might be stuck (has never happened so far), or there might be a temporary network connectivity issue (it could be your Wi-Fi, or your provider, or anywhere between your location and the server)
Nice, I was correct
Didn’t you just use a space background connected to earth atmosphere then sky?
I think IA meant making both transitions to happen in the same time (like hero entering the planet and then return back at the same mission) would be very hard to implement.
Oh yeah, exiting the planet would look weird.
Tho it would be interesting to have the ability to see “Sent | Received | Latency” which can be enabled and disabled like show fps