We shared the first prototype of a fully on-chain dungeon crawler in the @LootRealms universe using @cryptsncaverns maps.
Vid starts at 35m40s.
Summary below:
Thank you to those who tuned into Lords Table #11 🤝
Recording now live:
👑 Eternum gameplay
👑 Roadmap for testing & StarkNet
👑 Creative show & tell
👑 Adventurers Play2Die model
👑 Crypts & Caverns game prototype
👑 Realms' music
Watch: https://t.co/QN4Ske0PDw
@reduzio Clarifying - external tutorials on sites like Youtube, etc. It's often hard to find "here's how to do a mobile drag/drop UI in 4.x."
I realize this is the cost of moving forward with an engine but just sharing that I do run into this issue quite often still.
@reduzio Really enjoying 4.x. Especially some of the small syntax improvements like signals being called with dot instead of strings.
The main areas I still find challenging are in-editor tilemap editing (going back to Tiled soon for this) and deciphering if a tutorial is 3.x or 4.x.
@dcinvestor Fighting Game Community must have a report on this. My anecdotal experience playing SF2 on a wired SNES gamepad vs 8bitdo bluetooth pad was that there was noticeable delay on the bt pad.
However, don't notice any delay on my ps4 gamepad.
@SeanPinnock@NicoVereecke Agree with this pov. Aside from difficulty and concurrency (which I agree are concerns), the bigger problem from my pov is bots/frontrunning.
Anyone who thinks its fun to compete against bots directly has not played an FPS game against a well-written aimbot.