No idea why this happens, but if someone "loses" save like this, it's worth to try simply refreshing the page. Maybe it's not gone yet! =) >>> I don't know, if it will be in any way related to littlelisa's comment below, or the case is different, but what I mean above is: in last 10 days, from when I started playing again, "I didn't need to import save even once", while having, I think twice or trice, a situation, when I saw game as a clear one. What I mean by that is that: (1) I open the game, (2) it looks like clear, new game. (3) I don't do anything, instead I quickly refresh the browser page. This results in (4) game being loaded properly, just like I left it + progress for offline time. <<< I hope this will be helpful.
hmm... wonder what could be causing that. I'll double check my code but this whole WebGL thing has me pretty depressed about making browser games now. Feels like I have no control over anything and I hate that feeling, especially because the people playing my game are the ones suffering from the issues it creates.
Basically it's a mix of having control over some things and not having control and worse than that, I don't know if it's my bad or WebGL's bad lol. WebGL took the power away from the game developers and put it into the hands of web browsers. Gotta work all week but I'll try to peak around at the code. I wonder if data serialization is an issue for WebGL, should stick strictly to player prefs. *walks away with head down*
Thank You for the update! <3 Looks like saving worked for me (firefox 52.0.1 (64 bit)) and I didn't need to export in last 1-2 days at all (still do this from time to time, in just in case). but it's so much convenient now :3 I also have a question about "Time from last save" - is it intended to be time from this session only? I.e. refreshing or re-opening the game makes it forgot, when the last save was, and says that there's no save yet, until there's a new save to replace it.
@ CodeRiftStudios Thanks ti your reply to my previous comment and don't need to feel sorry! I didn't meant this save, which I most likely lost already, but the save I had in .txt that got lost somewhere. So, it's not your fault :-) Also, good luck with WebGL !
Wow, my 1.4k highscore from like 2-3 years is still there :D I wish I didn't lost my safe, but it's no big deal - serving my Queen once again is a pleasure! ♥ I'm really glad to see game improving and being updated! Time to rise once again :3
Trying my best lol. Unity is forcing me to learn web development. Trying to push an update that will stop the huge audio related memory spike on game load to help people with 32 bit operating systems. I feel horrible about the save data being lost. I mean your data is still on your computer but since web browsers and WebGL changed the way files are saved and where they are saved, it can't interact with your save anymore sooo blah. Welcome back though!
Hi kusavil, that's a really weird issue, please make sure to be using the latest Adobe AIR version on your browser (should be AIR 24) you can check it here: https://get.adobe.com/es/air/ Do let us know if you still find issues after updating to that version by sending us an e-mail to support@frozenshard.com
Kind regards,
Hi there, could you try switching browser? Many players reported slow or none loadings on Firefox, you could try that while we investigate the loading issues. In case you need further assistance please feel free to contact us on support@frozenshard.com and we will help you as soon as we can. Thanks
It would be nice and useful, if there was a button to take off all clones from pets, with eventual "ignore clone count", so someone could leave a clone or two if he/she wanted :)
It's written that Handicaps are multipliers for both Rank and Scores, but is there maybe more precise explanation somewhere, or some numerical values available for players? Even when I perform poorly and barely get any diamonds, I often still get a star ranking, because my handicap multiplier is close to x2. So, I was wondering what really I need to do for specific ranks. :) In first part of the game, dying too often would decrease your rank greatly (to A, or even B?), how does it looks like in Bullet Heaven 2?
It would be nice, if a player could make transparent / smaller / turn off some of the texts that are popping up during the game, like: Perfect. Or change their position to the top of the screen. I don't know how it looks on easier difficulties, but on Heavenly with No Bullet Clearing + more handicaps it often becomes irksome, as it not only distracts you, but also covers bullets, hiding them below the text. It can be really deadly when your character is in the place, where the text appears. You don't see the bullets and don't know where to go... You must either to take care of not being in the place where the text appears, or remember the bullets that were below the "Perfect" and try to predict where they can flow. / I know that I keep posting a comment after a comment, but don't think about it as complaining. I love the game and the whole series, marvelous work! I want it to be as good and pleasurable as it can be, so I want to give a feedback what in my opinion could be useful. =)
It's just an "quality of life" upgrade idea of mine, maybe it's completely unnecessary or lazy, so you can ignore it if you want, but I think it would be nice a button to Reset/Clear all Handicaps or Cheats. Especially useful if you are making your life harder almost all the time and like to play with modifiers.
Instead of manually unmarking them, you could just reset them and choose the ones you need again, or just play without them, without unclicking all of them :P
There's a problem with regaining focus. If you pause the game, do some other stuff, then click Resume in browser - it's now enough. Game starts, but your controls don't work, unless you grab the mouse again and click somewhere... But you will be probably dead cat before that :( I didn't knew that and lost life on almost perfectly completed stage on Heavenly difficulty, which I needed to reply :P Not really big deal for me, as it was one of the first levels, but some of players could be annoyed by it, especially if it happened to them somewhere later, in their "miraculous" almost perfect run ;)
P.S. It's great to see that Bullet Heaven is already out! Is the offer for Steam CD-Key for Kong version still actual?
@ejikbeznojek, there are 28 named gods, the rest are p. Baals. So, if you check highscores (check both this week and all time), then you just need to subtract 28 from it, to find the number of P. Baals.
Nevertheless, this is flawed method, because we can't know for sure. People can turn off submitting Highscores in options and highscores behaviour is sometimes kind of weird, but I firmly think that bseidensticker can be the real top 1 with 42 P. Baals, unless someone other is on very long run with submitting turned off.
About my last comments: after a little of investigation, it looks like Total stats per second gains that we see are "pure" gains. After multiplying them by bonus from Total Might and banked GPs (boni=)), everything seems to be correct :)
I just got little confused, as I didn't know that these are "pure" gains and need to be multiplied my bonuses to be actual endtime values. Knowing this you can easily calculate what you want, but you still always need to multiply things by bonuses. On the other hand, sometimes pure value is more useful, to make predictions and apply increased bonuses later.
Do you think Ryu that you could add an option in Settings to choose, if we see the base gain or gain after multipliers? I think it could be very convenient and could increase quality of life =)
I have 375% CCS and I make 56 water in about 75 seconds, which is right: 56/(166667%/375%)*60 sec = 75.6 sec. But, these 56-57 water units increase my Creating by 0.001 trillion.
So, water gives me about 1000/75.6 = 13.227 million Creation / sec.
But, the tooltip says that I get only 3.935 million Creation / sec., which is clearly too low, because I would need to make water for about 4 minutes 14 seconds to improve by 0.001 trillion. I was counting water few times and it's always about 56 units for 0.001 t Creating, so I suppose there's something incorrect with tooltip?
I tried to figure out how how much damage I need to kill god and defense / HP regen. to survive him or her. In other words, (non-critical) damage formula. It looks that it's approximately (Attack - Defense)/5 and every n-th attack, depending on god, is critical. Is that correct? And what's most important: if defense normally make someone to do 1/5 of damage, while critical gives 500% damage, then (neglecting attack subtracted from defense) it's in reality 25 times better?
Damage = (Attack - Defense) / 167 every tick which is around every 30 ms, so /5 every second is about right. For criticials it is attack * (TBS Critical Bonus / 100) or *5 for gods /167 every tick.
hmm... wonder what could be causing that. I'll double check my code but this whole WebGL thing has me pretty depressed about making browser games now. Feels like I have no control over anything and I hate that feeling, especially because the people playing my game are the ones suffering from the issues it creates. Basically it's a mix of having control over some things and not having control and worse than that, I don't know if it's my bad or WebGL's bad lol. WebGL took the power away from the game developers and put it into the hands of web browsers. Gotta work all week but I'll try to peak around at the code. I wonder if data serialization is an issue for WebGL, should stick strictly to player prefs. *walks away with head down*