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#151 Re: Main Forum » Wireless transmission and Step-limit exploits » 2014-02-18 10:12:14

Amazing!

So, there are clearly some bugs at play here.

As I understand the "loop settling" algorithm, it should lower things to their lowest seen state during the loop.  Things that were always powered on during the loop (like things with direct connections to power boxes) shouldn't be settled down to their "off" state like we're seeing here.

I've been able to reproduce the "prevents power from spreading" bug that Colorfusion demonstrates in that Youtube video, but I STILL have not been able to reproduce the "kill all power, even direct power" that Hippasus is showing.

Hippasus:  please email me!   jasonrohrer@fastmail.fm


Oh... wait, Hipp... I think it's just something that has to happen in the very first step, before the robber makes a move, right?  Like, if the very first propagation (with no robber input) hits the 32-step limit, then all power is off in the house.

Found it:

.
if( transitionCount > transitionLimit ) {
            // hit transition limit without seeing a real loop
            
            // return to start state before running the loop again in this
            // case, because we're going to look for lowest-seen-states
            // within this transition limit instead of a full loop
            memcpy( inMapStates, startStates, numCells * sizeof( int ) );
            }

In general, this entire "wireless transmission" thing hinges on that line.

Hmm...

#152 Re: News » Version 32 Released » 2014-02-17 12:23:27

Yeah, there is some more sig stuff happening at start-up in this version, but I actually optimized the loading code quite a bit in v32, and load time is about 3 seconds on my 14-year-old laptop.  That's pretty fast!

largestherb:

Any lag at all is VERY strange.  I mean, the game runs ag 60FPS on my 14-year-old laptop.  And nothing has changed, drawing-wise in this version, so there's nothing slower happening (unless you have the drop-down picker open... then there's more being drawn there).

I wonder if it has something to do with your disk caching on different machines.  The game assumes a fast hard drive, so it is writing to disk every frame (for recordedGames), but on machines with weird disk caching configs, this can produce significant lag as the game waits for the disk op to finish.  Try turning recording to 0 in the settings folder?

#153 Re: Main Forum » What is this one person doing??? » 2014-02-17 12:02:50

Hmm... yeah, this is an issue!

I want to be careful here, because I don't want to give owners a way to "protect" their houses from robbery by hanging around in the queue.  I mean, a LEGIT robber SHOULD be able to "beat the owner back to their own house" and get in a second time, if the owner is snoozing.

Also, for situations where the owner isn't around, I don't really want to block a robber from multiple, quick visits.  I don't want the robber "waiting around" until some timer expires before going back.  Most of the time, this would be a pain.  "I know how to beat that house... but I must wait 5 minutes before I can try..."

And, if I put some sort of timer in place for the "last robber", this can be beaten with multiple accounts, so someone who really wants to harass can still harass.

You know, essentially, we don't want to make the game much worse for the 99.9% to thwart the idiotic behavior of the 0.1%.

#154 Re: Main Forum » Simultaneous buttons and unstable buttons » 2014-02-14 16:39:51

Oh, and there's probably some way to BUILD this using the more advanced electronic techniques (like a timer that turns on with the switch press, leaves something on for one step, and then turns off after that).

#155 Re: Main Forum » Simultaneous buttons and unstable buttons » 2014-02-14 16:36:20

I think what you'd need here are "momentary" buttons that only stay down when something is still standing there.  But nothing like that exists in the game.

#156 Re: Main Forum » Sky » 2014-02-14 16:34:27

Yep, you got it!  :-)

#157 Re: Main Forum » Rob List - Hugeify Edition » 2014-02-14 16:33:47

Same code is used for the tape list and the house list.

The house list page has a bunch of other other buttons around, and actually the screen on that page is pretty full (there are also some admin buttons on that screen that are hidden to everyone but me).

Granted, this makes the tape screen pretty sparse with a lot of black space.

But no other screen really has tons of black space.  The house editing screen is filled to the brim.

If you're on a widescreen monitor, the game is actually shown in "letterbox" mode with black on the left and right sides, but only in fullscreen mode.

#158 Re: Main Forum » From 30K and a built house to nothing? » 2014-02-14 16:28:06

Please send me the recordedGame file showing the crash.

jasonrohrer@fastmail.fm

If you are on Steam, see the pinned thread in the Steam forums about how to find your game folder.

Also, you can copy the file into playbackGame and run the game to watch the recording.... does it crash in playback for you?

#160 Re: Main Forum » [Bug?] v32 list starts you at houses worth $0? » 2014-02-14 16:09:39

Yeah, that was an oversight on my part not to include the cost of the tools in your backpack.  I'll fix that server-side now.

As far as the "old way" being better or whatever.... for most players, scrolling down through 50 pages of houses was pretty tedious.  It also gave NEW players the wrong impression (the idea that they might have a chance of robbing those very top houses, or those very top houses being "good examples" of "normal" houses in the game).

#161 Re: Main Forum » Sky » 2014-02-14 16:05:43

Cool!

I wonder how many people get what those five figures are...

Cacti at dusk?  :-)

#162 Re: Main Forum » Took me a while to find the v32 Patch notes. » 2014-02-14 16:03:00

Yeah, I'm still sitting on that idea, and also the idea of a "heat" timeout to slow multiple robberies in the same house by the same player.  It would have a pretty huge impact on the game.

#163 News » Version 32 Released » 2014-02-14 16:01:12

jasonrohrer
Replies: 4

A bunch of small post-launch improvements and fixes.  The most noticeable change is a brand new object picker with a drop-down panel that shows the top of the object stack.  Also, you no longer start out looking at the very top of the house list.  Instead, you start out auto-scrolled to your approximate financial neighborhood.  A full list of changes here:

http://sourceforge.net/p/hcsoftware/Cas … ngeLog.txt

#165 Re: Main Forum » Being able to recover most my money upon death » 2014-02-10 18:03:43

Like all true dual account "exploits", this one is limited by the chills and force-ignore system that is in place, so that while you can do this sometimes, you can't do it over and over in a given day, at least not without having an extra account for each time that you want to do it.

So, while you could ROB BACK your belongings from your safety-net friend there, that friend would be unable to perform the same service for you again (because your new-life house is invisible to that friend) until the force-ignore wears off.

And, since these are tweakable parameters, I can make doing this as painful as I want to make it.  Right now, chills are 24 hours, and force-ignores are 24 hours, which are pretty inconvenient to exploit already.  But I could make them 1 year if I wanted.

#166 Re: Main Forum » Contest Results » 2014-02-10 11:18:24

Okay, all prize money has been sent.  Other prizes for the top players will go out as soon as possible.

#167 Re: Main Forum » Tribute to the Wife of Castle Doctrine (fan art) » 2014-02-06 09:19:44

Amazing fan art there!

Totally possible to make a client that does this.

That would get rid of the whole "seeing through walls" problem.

Though... making it turn-based would be weird.  More like one of those pre-FPS 3d-maze exploration games where you walk NSEW and see the next image.

#168 Re: Main Forum » Server with "small puzzles" ? » 2014-02-06 09:13:06

It would actually be possible to create a server that gave everyone smaller maps to work with.  Like 13x13 maps (one screen only), or even smaller.  The map size is controlled by the server.

(Though you'd have to tweak the server source code a bit to make this work...)

But just limiting money can be done with NO code changes (can all be controlled in the server settings file.)

#169 Re: Main Forum » Game window unresponsive today » 2014-02-06 09:10:35

Yeah, this sounds really strange to me!

Nothing has changed that should cause this.

I wonder... maybe something with your hard drive?  Every frame, the game writes out to disk as it records your game.  So, if something is screwed up with your hard drive (caching slow, or disk filling up, or something), then these write operations could become slow.

Maybe turn off recordGame.ini in the settings folder and see if that helps.

#170 Re: Main Forum » Compiling the source » 2014-02-06 09:04:40

I don't know what you mean about "Using Ubuntu" to build for Windows!  I've never tried that, and I have NO idea if that will work.  I've always booted into Windows and run MinGW from inside Windows.

Anyway, I think you may need the:  w32api  package on MinGW.

You should NOT change it to "windows.h" instead of <windows.h>.... the "<>" brackets tell it to look in the system path, which is where windows.h is kept!

Requirements are:
SDL, OpenGL, g++


The source package is set up so that building on Linux (for Linux) is super easy.  Mac is also pretty easy, if you have SDL installed.  But Windows building is a bit of a headache because getting MinGW installed correctly is a bit of a headache!

And trying to do it from inside Ubuntu is something I've never tried, so you're on your own there!  :-)

#171 Re: Main Forum » [Suggestion] Buying a new Wife? » 2014-02-06 08:55:02

I think you've all been bitten by the purple smurf.

purple-smurf-bit.png

#172 Re: Main Forum » [Suggestion] Pre-Saved Tool Loadout? » 2014-02-06 08:52:13

Hmm... yeah, it is a lot of clicking.

I wonder if there could be a "buy two" button that would make this a bit faster.

#173 Re: Main Forum » This seriously needs to be changed... » 2014-02-06 08:50:25

Remember, you are going to permadeath OTHER players, and cause them to lose everything, with the traps you are building.

Would it be fair for you to be immune from the same fate yourself?

Perhaps what you are building is simply too dangerous and too deadly.

#174 News » Numbers from Week 1 » 2014-02-04 12:09:40

jasonrohrer
Replies: 5

Today is the last day of the 25% launch-week discount for The Castle Doctrine.  As I explained elsewhere, the game will never go on sale again, after today.

This plan (where the price rises slowly over time instead of starting high and getting deeply discounted later) was widely discussed.  For people who might want to buy the game, there are no surprises on the horizon.  Amazingly, the Steam Store page even has a live counter going.  It looks like the launch discount will end at precisely 9:45am PST on Wednesday, February 5.

ticker.png

And thinking about surprises and gotchas, such a counter clearly wouldn't be displayed in the hours before an upcoming sale.  "Just 24 hours left until the discount price kicks in!"  Can you imagine that?  I feel much better about the kind of openness that rising prices allow.  And I didn't even have to ask Valve to open up---they put that counter in place automatically.

Speaking of openness, I figured today was a good day to share the full numbers from not just the first week on Steam, but also from the full 11 months of paid alpha sales too.  So, first of all, how did the game do outside of Steam, through my own website?  First, the big picture.  This graph shows all off-Steam sales ever, for a grand total of 8,919 accounts sold, and a gross revenue of $73,077:

offSteamFullGraph.png

Okay, so there are three big spikes in that graph.  First, back in March, there was the biggest off-Steam sales day ever.  That was the day that I launched my paid alpha.  In July, you can see a small spike when I released a trailer for the game.  There's also quite a lot of turbulence in the graph around that time, because there was quite a lot of turbulence in the video game world about the game's themes, my personal stances, and so on.

The last two big spikes come right at the end, less than a week before launch.  The first one, highlighted above on Thursday, was the day that the STEAL REAL MONEY Contest was announced.  The next one, after that, is the day of my launch, as people exercised their last chance to get the game at 50% off.  Here's a close look at that end period in the graph.  During these three weeks alone, 3,841 accounts were sold for a gross revenue of $32,576:

offSteamThreeWeekGraph.png

The first small spike in this graph comes from the announcement of my alternative pricing scheme and all the controversy that swirled around that plan.  Then comes the contest spike, which was already labeled in the previous graph.  Finally, launch day, which was the third-biggest off-Steam sales day in Castle Doctrine history.  Clearly, "the price is going to rise soon" drives sales in the same way that "the price just dropped" can, but with none of the nasty side-effects.

Those pretty graphs are screen grabs directly from FastSpring, which has the best data backend for tracking this kind of stuff that I've ever seen.  And, since they let me keep 91.1% of the money, my net through them so far as been $66,573.  That's pretty good for an off-Steam game made by one person with a $0 PR budget.

Okay so on to Steam.  Of course, only a week has passed, so there's much less data to share.  This graph shows a total of 6,546 accounts sold for a gross revenue of $78,562:

steamHourlyGraph.png

The biggest spike occurred on the first hour after launch, with another smaller spike around the same time the following day.  This graph shows the daily totals:

steamDailyGraph.png

After a sharp drop in the first two days, which brought in over $50,000 total, the descent has started to slow.  The last available data point came from yesterday, when 342 accounts were sold for $4,107.

And, of course, I get to keep only 70% of this money, so my net so far from Steam is $54,993.  Thus, between my own website and Steam, I've sold a total of 15,465 accounts for a net revenue of $121,566.

This might sound like a lot of money, but this is revenue from a project that took two full years to make.  While $60K a year is way more than I could make doing a lot of things, it's probably way less than I would make as a programmer in the game industry.  On the other hand, I only work half time  (except during launch week!), eat three meals a day with my spouse and three children, and answer to no one.

Here, I've made an absolutely crazy, experimental game that is way off the beaten path for almost everyone who plays it---by far the most "out there" game that I've ever worked on---and it's not a commercial failure that will send me scrambling for a real job.

Well, success and failure are relative, of course.  If I had a company of five other collaborators to support on this revenue, I'd be in serious trouble.

The full, eternal price of $16 will kick in tomorrow morning.  Gasp!  What will happen?  Will I be crushed under the cruel black boot of the market and fade into obscurity as a result?

Stay tuned for next week's numbers to find out.

#175 Re: Main Forum » This is such bullshit, I call cheat! » 2014-02-03 14:22:49

smile

No problem!  This game makes people super-paranoid.  I see patterns that aren't there all the time, even from my god's eye view where I can see all the tapes.

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