Thanks for that. Will adjust GPU settings and report.Sounds like this issue:
You must be registered to see the links
(LoM and Morningstar run on the same engine, so... same issues )
Thanks for that. Will adjust GPU settings and report.Sounds like this issue:
You must be registered to see the links
(LoM and Morningstar run on the same engine, so... same issues )
Note that you can load the 'end of act' save, and keep going past day 16. There's another ~20 days of side content (mostly centered on Lin and Snowdrop).Second play through, suddenly I got this "Luke, I am your father" vibe......
And more handsome of courseHe is a lot taller than Tom Cruise.
Worthwhile point; I'll have a look at it when I return from finishing Act XVI.Would be nice to have a way to preview what ability upgrades on the meditation board do. Simply saying upgrades level 1 to level 2 does not give much to go on
Ooo thanks for saying that, didn't knowNote that you can load the 'end of act' save, and keep going past day 16. There's another ~20 days of side content (mostly centered on Lin and Snowdrop).
I did consider it. Since there's less "porn logic" in Morningstar than in Love of Magic, I could hide the NSFW content reasonably trivially, and put out a Google/Apple version, for example. I'm also a registered for Switch development, so... that could be a possibility.Earlier mention of making a non 18+ version, it might allow it on a bunch of the other shops in the world that are more conservative. Hell even Fate Stay/Night made a non lewd version for the Playstation 2. Look at Type-Moon now, rolling in the Gacha money with Fate Grand Order.
You just need some marketing Droid.I did consider it. Since there's less "porn logic" in Morningstar than in Love of Magic, I could hide the NSFW content reasonably trivially, and put out a Google/Apple version, for example. I'm also a registered for Switch development, so... that could be a possibility.
Switching engines when you have a large and happy codebase is a terrible idea; it would mean throwing away tens of thousands of lines of working codebase and starting from scratch.
Apart from that, thanks for the list of Match3 games; I've played most of them. The big 2 inspirations for the gem matching game in Morningstar's Gems of War and Puzzle Quest 1 & 2 (the newer versions suck).
This is a bit of a pet peeve of mine. What is important isn't how many lines of code you throw away. What is important is how much *new* code you need to write. If I can remove 10K lines of code without loss of functionality and without needing to write any new code I'll do it in a heartbeat.Switching engines when you have a large and happy codebase is a terrible idea; it would mean throwing away tens of thousands of lines of working codebase and starting from scratch.
Meh, the functionality still needs to be provided; it's not like Godot ships with all the stuff I'd need, so large chunks of tools and gameplay functionality would need to be written from scratch. It can be argued that doing it again let's me rewrite the code cleaner and better; theThis is a bit of a pet peeve of mine. What is important isn't how many lines of code you throw away. What is important is how much *new* code you need to write. If I can remove 10K lines of code without loss of functionality and without needing to write any new code I'll do it in a heartbeat.
That rewrite is the poster child both to why you should rewrite and why you shouldn't rewrite. Netscape the company completely disappeared as a result of the rewrite, but the rest of the world got Mozilla and Firefox.It can be argued that doing it again let's me rewrite the code cleaner and better; theYou must be registered to see the linksguys certainly argued for that.
Being battle-tested is a very important property of code that most people seem to disregard.In general, if you have a battle-tested codebase that does what it's supposed to, you only ditch that if the next codebase has massive advantages you really need.
While that is certainly true we don't know what would have happened if they stayed on Aurora or an evolution of it. It could have turned out great. Or they could become stuck with an engine that isn't able to take full advantage of newer graphics cards and loses lots of sales due to it being perceived as having "poor graphics". The change from UE to Frostbite seem utterly unnecessary though.The classic example here is Bioware, which went from their internal engines, to UE3 and eventually frostbite, shedding functionality and interactivity along the way, because they lost access to generations of tools they'd made that worked great.
The Change from UE3 to Frostbite was a corporate decision; EA wanted all their internal studios on the same engine.While that is certainly true we don't know what would have happened if they stayed on Aurora or an evolution of it. It could have turned out great. Or they could become stuck with an engine that isn't able to take full advantage of newer graphics cards and loses lots of sales due to it being perceived as having "poor graphics". The change from UE to Frostbite seem utterly unnecessary though.
"(...)Old code has been used. It has been tested. Lots of bugs have been found, and they’ve been fixed. There’s nothing wrong with it. It doesn’t acquire bugs just by sitting around on your hard drive. (...)"Meh, the functionality still needs to be provided; it's not like Godot ships with all the stuff I'd need, so large chunks of tools and gameplay functionality would need to be written from scratch. It can be argued that doing it again let's me rewrite the code cleaner and better; theYou must be registered to see the linksguys certainly argued for that.
In general, if you have a battle-tested codebase that does what it's supposed to, you only ditch that if the next codebase has massive advantages you really need. The classic example here is Bioware, which went from their internal engines, to UE3 and eventually frostbite, shedding functionality and interactivity along the way, because they lost access to generations of tools they'd made that worked great.
that's not quite how it works. When your code relates to itself it doesn't change or gain bugs. The outside world keeps moving and you need to patch the edges to match but you don't need to change your core. Yes, it may "quit working completely" on an OS update but that doesn't mean a complete rewrite, it might be as simple as patching to change 1 OS function that's no longer supported to one that is."(...)Old code has been used. It has been tested. Lots of bugs have been found, and they’ve been fixed. There’s nothing wrong with it. It doesn’t acquire bugs just by sitting around on your hard drive. (...)"
In essence, it does rust. As time goes, the chances of it working as it should in the newer OS, are decreasing.
Hell, even the same OS may completely break it, just look at windows10 requiring a certain version or more of the OS for things to run. If one agrees that new OS releases are equivalent to rust for the older stuff, then yes, your codes rust with time, it doesn't age well like a fine win I'm afraid.
Owyn only really became canon after a Streamer (Laura) used it. I don't by default have them.I'm about to start playing, is there a 'canon' or default name for the MC, in the same way Owyn seems to be the name for the MC in LoM?
I prefer to play with a default name, I had one game where I named to MC Joe, the FL Jo, and of course they found another character in-game named Joe. That was a very confusing scene, and of course I was too far into the game to easily change the names. (My MC in LoM is named Flynn)