- Nov 6, 2017
- 711
- 1,171
Really not much to that bizzy expansion huh? You buy dizzy then she is just kinda there not doing anything.
God dammit, just let me store the damn game on a remote drive and play it in my browser and use my text to speech.
Guess I'm staying on 0.9.002 till I can find a way around this.
There is. Download the electrron version, go into the resources folder, then app, and the HTML file and all the other resources are there. You can then run it in browser. I have done this myself and it works fine.No HTML version of newest one??
It is now a cheat menu. Look up the wiki for all info. It is often up to date.Are the Codes that you can put ingame the same how by the Other versions or exist new ones?
Can anyone upload it anywhere else? Can't use gofiles for reasons. Thanks in advance.Here's the latest TITs backer version TiTS-backer-0.9.007-2171
You must be registered to see the links
couple o' bugfixes
IMPORTANT INFO
there's two download links I made in the folder, one for the new version, and one for the x2 and x4 images. so for the people who don't want to download at the same time can have a peace of mind.
Have you seen some of their JS code? It's something else... I want to think it was just b/c it was a minimal translation from AS3 but... it's... pretty rough. I imagine they'd have a much easier time adding content or keeping things stable if it wasn't only converted to use JS modules, but also stepped back and figured out how to make it not such a house of cards. That's how it goes with tech debt, every time...It'll be interesting to see how that works since they're trying to make it a progressive web app. Granted they still seem to struggle with APKs so I'm not hopeful that they'll be able to learn PWAs quickly, but I expect it'll be interesting.
I'm not much of a coder so I can't really speak to how well coded the game is, but they started work on the JS port over a year ago. So if it's really as bad as you say, I can't imagine how they've been spending all that time. That said, it doesn't exactly inspire confidence that Gedan, the guy who handled building the APKs for the flash version, told me that he could either spend a bunch of time getting mobile builds out (something he should already know the basics of considering he's done it before) or he could learn a completely new system (PWAs) and it would still take the same amount of time.Have you seen some of their JS code? It's something else... I want to think it was just b/c it was a minimal translation from AS3 but... it's... pretty rough. I imagine they'd have a much easier time adding content or keeping things stable if it wasn't only converted to use JS modules, but also stepped back and figured out how to make it not such a house of cards. That's how it goes with tech debt, every time...
Lmao I saw that, all I could do was wheeze. I've no idea how they have three moderately functional games, let alone oneI'm not much of a coder so I can't really speak to how well coded the game is, but they started work on the JS port over a year ago. So if it's really as bad as you say, I can't imagine how they've been spending all that time. That said, it doesn't exactly inspire confidence that Gedan, the guy who handled building the APKs for the flash version, told me that he could either spend a bunch of time getting mobile builds out (something he should already know the basics of considering he's done it before) or he could learn a completely new system (PWAs) and it would still take the same amount of time.
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I feel like you could just replace the names in this comment and it would work just about the same each time.
The impression I get from poking around in the dev tools while the game is running is that they spent much of the time converting AS3 to JS, and building up the new UI. That's a huge ass task, I'm sure, and they have obviously done some things to make stuff better.I'm not much of a coder so I can't really speak to how well coded the game is, but they started work on the JS port over a year ago. So if it's really as bad as you say, I can't imagine how they've been spending all that time. That said, it doesn't exactly inspire confidence that Gedan, the guy who handled building the APKs for the flash version, told me that he could either spend a bunch of time getting mobile builds out (something he should already know the basics of considering he's done it before) or he could learn a completely new system (PWAs) and it would still take the same amount of time.
Fair enough! I try not to be critical of their coding decisions and such, because I know very little about that field. I try to keep my criticisms generally more aimed at their development/design decisions and the fact that Fen, Savin, and some of the others have... a very long history of being greedy and having no respect for their audience (a massive oversimplification) and tend to do as little work as possible except what's necessary to keep the gravy train running.The impression I get from poking around in the dev tools while the game is running is that they spent much of the time converting AS3 to JS. That's a huge ass task, I'm sure, and they have obviously done some things to make stuff better.
I have to add that I enjoy TiTS a lot and I fully support their transition to JS, I'm just armchair developer-ing. It's easy for me to be critical of how the game works, b/c I have lots of both game and web dev experience. If it were me I'd have used the JS update to 'refactor', not just 'port', but many of their decisions make sense.
The biggest thing that jumped out to me is that the game code seems to rely a lot on 'side effects' (technical term). How flags get set and where they are read from is kind of all over the place. That's considered a very poor design choice, b/c it makes it hard to keep track of and maintain things over time. I imagine some of that is b/c of TiTS starting in Flash/AS3/whatever. That is probaby the biggest basic problem that ripples out into other issues, like the insane (imo) inefficiency in their save game files, softlocks during encounters, etc.
I agree; I was honestly just holding back from being overly negative about it. I was able to understand it, at least enough to figure out why certain events weren't triggering after that editor posted a few pages back blew up my save, and some horrifying things about how the saves work. Did you know every save has the complete text of every email you've received in the codex? That was fun to discover.i would be critical of the code if it was even legible to regular humans. it's an eldritch monstrosity only barely maintainable by even the ones who wrote it.
also if you support their decisions, they literally copy pasted actionscript code into some places and forgot to rewrite it, which was causing a known crash in a lot of places
additionally, though they literally copy pasted a ton of the game, they are still somehow missing scenes in some places as well as not having artwork update properly. i would say they needed more than refactor when making "porting" this to be perfectly honest. if you work on something for around 6-ish years now, you'd think that at least someone working on this would have obtained some programming knowledge to keep it from being a mess, but they're still dealing with the same issues in a different programming language now
tl;dr if you're getting this much money to make something, people should expect a better end result