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  1. #1

    Default Crazy Penguin Wars Update! 0.12.13




    Here are the update notes for the latest version. If you encounter any problems please contact Customer Support.

    You can try the latest version of the game by following this link Crazy Penguin Wars.


    New Features!
    • New & iterated maps

    With this update we did a few much needed change to our maps to prevent players from taking advantage of some scenarios early game.
    We also added 4 new maps to the poll of maps you can start on during normal play.

    • Adjusted the level requirements for some of the medals.

    Bug Fixes

    Fixed a crash that was occurring where the player would be removed from a match with a "null" error.
    Fixed a crash that was occurring where the player would be removed from a match if the timer would reach 0.
    Fixed a crash that was occurring when the player would use a Mega Nuke.
    Fixed an issue where players would be unable to access the game after receiving a flash error.
    Fixed an issue where free currency was not added to the account when a player was making a purchase.
    Fixed an issue where players would be unable to complete the Tutorial in full screen.
    Fixed an issue where the VIP membership was not calculated properly when awarding XP and Coins.
    Fixed an issue where the first-time players would be unable to skip the tutorial.
    Fixed an issue where the was no scrolling present in custom game map select.
    Achievement "Double Down" should function properly.
    Achievement "Too close for comfort" should function properly.
    Increased amount of won cash from 50 to 100 in the Ping Win slot machine.

    Map Balances

    Forest Buster: We split apart the lower levels and flattened the top areas. We have also "opened" more trajectories for players to hit each other.

    Grasslands: All players start on floating rocks. We moved the tower to the central platform and lowered it. Added floating terrain that can be jumped on from the tower to access upper levels and made it harder to knock players into the water. We also raised ceiling terrain to make hiding up there harder.

    Tower Bloxx: Valid spawn locations fixed. Made left bridge area easier to defend.

    Bridgewater: Tweaked platform distances to enable easier jumping.

    Desert Boogie: Opened some trajectories and improved access and defense for top players.

    Ant Hovel: Increased accessibility of all spawn areas. Top left spawn easier to hit now.

    Action Mountain: Added tunnels on either side to allow access to upper levels after falling.

    Icy Adventure: Fixed excess splashing from the floating platform and tweaked jump access on several platforms also made top right visible on main field.

    Precarious Cave: Players can now reach the top of the map after going to the bottom.


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    Last edited by Mordecai; 07-26-2012 at 07:35 AM.

  2. #2

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    Very nice. Also, i liked that little effect u added when a challenge is completed. But plz, there is a problem that was created 3 updates ago (if i remember correctly) and the players can't move properly. While moving, if there is lag a player just keep moving... :/

  3. #3
    Community Manager Chocoholic Alex's Avatar
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    Hi!

    From what I understood it's an issue with the way objects interact with each other, specifically, the physics in the game. When a penguin jumps and touches destroyable/movable items - like a crate, plank, barrel - then that object interacts with the whole level and keeps propagating like that until your turn ends.

    Some of the flame weapons cause huge lag as well because we track every individual bullet to make sure that aiming works correctly and is precise. So when you fire a fire weapon - let's say flamethrower - all of those small particles on your screen must be tracked to ensure they hit something.
    Also, even if the flamethrower does not do any visible impact on the objects in game, we are still calculating the impact of all those small "bullets" on the objects so that uses a lot of processing power which in turn can cause disconnects.

    TL;DR: Flamethrower and similar weapons cause unnecessary physics calculations.
    Last edited by Chocoholic Alex; 07-26-2012 at 11:26 AM.

  4. #4

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    acually, what i meant was that due to lag, the movements of the players are greatly affected. That applies to all the games... :/

  5. #5

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    Seriously, who decided to put UP the price of cash during this update (i.e. you get less cash for your money?!) For what you get its already too expensive - £18.70 for the apcolypse pack which lasted an hour was already a bit much - just about at the top end, now its excessive, especially 5 domesday devices at 150 cash - now £18.70 by themself!! I can buy a full game for the price of 10 domesday devices in this game - what the hell?! Like all DC games, i've spent money in the past, but doubt I will on this game again until it is sorted out - this game is basically too expensive to buy decent items in now.

    On the flip side of the coin, it was a very nice update and has made the gameplay the best yet. I fully understand it takes money to develop a game, but by increasing it to this level you have outpriced it a bit.

    5000 in one match for an achievement is still basically unachievable, and by reducing the effectiveness of things such as dynamite, even with wasabi sushi you can't kill a player by double his max health without buying serious weapons, which makes overkill too hard, especially for financially limited players. Finally, 3 weapon pickups in one match for an achievement is excessive, as ive only ever played 1 match where 3 crates were dropped, and i've played hundreds and hundreds.


    Just my thoughts. keep going guys
    Last edited by thereporter; 07-31-2012 at 10:39 PM. Reason: Edit: Have clarified that the cash is in fact PLUS xx free, so is 190 for £18.70, however still an increase

  6. #6

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    Quote Originally Posted by Chocoholic Alex View Post
    Hi!

    From what I understood it's an issue with the way objects interact with each other, specifically, the physics in the game. When a penguin jumps and touches destroyable/movable items - like a crate, plank, barrel - then that object interacts with the whole level and keeps propagating like that until your turn ends.

    Some of the flame weapons cause huge lag as well because we track every individual bullet to make sure that aiming works correctly and is precise. So when you fire a fire weapon - let's say flamethrower - all of those small particles on your screen must be tracked to ensure they hit something.
    Also, even if the flamethrower does not do any visible impact on the objects in game, we are still calculating the impact of all those small "bullets" on the objects so that uses a lot of processing power which in turn can cause disconnects.

    TL;DR: Flamethrower and similar weapons cause unnecessary physics calculations.
    TL;DR: Flamethrower and similar weapons cause unnecessary physics calculations - Why are they still included before they are fixed? if they have to be included before a fix, at least limit them to operating like a gun with several bullets instead of a hundred or so...

    Obviously understand you didn't design it, just an idea.

  7. #7
    Community Manager Chocoholic Alex's Avatar
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    We should have a few fixes for those this week when we will do the new update . Hopefully it will improve overall performance.

  8. #8

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    Quote Originally Posted by Chocoholic Alex View Post
    We should have a few fixes for those this week when we will do the new update . Hopefully it will improve overall performance.
    Thanks Alex

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