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#1 Re: Game Suggestions » [EEU] being able to buy mroe then 1 thign at a tim wiht energy » Today 15:30:28

There's not really much of a reason to buy large numbers of small worlds, so I don't really think it'd be worth it to make it easier. Plus we hope to make the EEU servers more responsive, so hopefully even if you did want to buy lots of the same thing, it shouldn't be as annoying to do as it shouldn't take the sometimes several seconds it takes to buy something in EE.

#2 Re: Game Discussion » the game loads as fast as a snail wiht his house walking 1KM » Yesterday 19:36:38

peace wrote:
LukeM wrote:

Hey! EE may run terribly but EEU runs really well

uh you coudl atleast look into the issue and check fi its an easy and fast fix or if you coudl put a temporarily fast fix that is good for a month (since then most players are in closed beta EEU)

With this sort of thing there aren't usually easy fixes, even temporary ones. I've looked into these sorts of things before and they usually end up taking up a lot of time for not a lot of gain, and that isn't really worth it when we're this close to moving away from EE anyway, especially when it's only a handful of people experiencing significant issues.

Sorry for the inconvenience, but sadly I don't think there's a lot we can do right now.

#4 Re: Forum Discussion » Post Formatting Guide » Yesterday 19:23:58

PiotrGrochowski wrote:
LukeM wrote:

Overall a great guide // There's just a few things I would improve:

  • <> can be called brackets if they are being used in that way, so I would say 'bbcode uses square brackets instead of angle brackets' instead (or at least call [] square brackets).

  • I would put the nested tags section in with bbcode rules, and have examples of how to use =, because then all the syntax is in one place.

  • I wouldn't say trigger blocks work exactly the same as spoilers, even if you explain the difference later, because this has led a lot of people to be confused about when to use each, maybe say similar to instead of exactly like.

  • Maybe include the actual options for how you do an alphabetical / numeric list.

  • Should probably explain how to get the topic / post / forum ids for the forum link tags.

aren't angle brackets the characters 〈〉 (2329, 232A)?

(This was almost a year and a half ago, but in programming angle brackets refer to < and >)

#5 Re: Game Discussion » the game loads as fast as a snail wiht his house walking 1KM » Yesterday 19:01:51

mikelolsuperman wrote:

I never timed it but sometimes it would take 2 minutes for the globe to show up. And it started taking longer on the globe since somewhere "early 2018". So about a year ago. It also took long when I wasn't even logged in or I was logged in on a different account that had nothing.

Could you do a Google internet speed test and let me know the upload/download/latency?

EE currently doesn't respond well to even a slightly slow or unreliable internet connection. I don't think there's much we can easily do right now to improve it, so this will probably be something that will need to wait until EEU.

#6 Re: Game Discussion » the game loads as fast as a snail wiht his house walking 1KM » Yesterday 17:15:20

mikelolsuperman wrote:

It also loads long for me and my internet isn't bad. It's not the best but it should be able to load ee. Also can't be the content it has to load unless there's 4k ultra hd stuff somewhere since there are 3d games that load faster and run better for me so I think it's not just Peace's connection.

How long does it take to load, and when did it start taking that long?

A lot of the loading process (the stuff after the loading bar gets to 100%) is the loading of your profile, is it this part that's taking a long time?

#7 Re: Game Discussion » the game loads as fast as a snail wiht his house walking 1KM » Yesterday 15:10:16

Gosha wrote:
LukeM wrote:

Yeah, the game takes way too long to load currently, but it's not really worth fixing right now.

what happened tho?

I assume it's just a problem with Peace's internet connection exaggerating the already long time the game takes to load, the game is loading at it's normal slow speed for me.

#8 Re: Game Discussion » the game loads as fast as a snail wiht his house walking 1KM » Yesterday 14:09:14

Yeah, the game takes way too long to load currently, but it's not really worth fixing right now.

We have much better loading times in EEU, although part of that might just be because the game is quite a bit smaller. We plan on making some significant improvements if this does become a problem again later in development though.

#9 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-16 12:51:39

Gosha wrote:

have to agree with people above me. I remember you "hoped" to release beta in the end of July. 2 months passed and you tell us "this month". Without some actual date this promise doesn't feel trust-worthy

We don't have an exact date yet, if we did we'd be telling you. To have an exact date we'd need to either set it way later than we need to, or to have finished everything already, in which case we might as well just start it now. We're giving you our best estimate of when we'll have finished the last few tweaks and changes, which is all that we can give you. However, if you've been following development you'll know that there's not much left for us to do, basically just UI changes and bugfixing, so there's not a lot that could go wrong and take much longer than expected.

As for the checking your inbox thing, it should be pretty obvious when the beta actually starts, there'll be a load of posts on the forums, and people will most likely be talking about it in any EE related discord servers. If you don't check either of these regularly you can always set up mail notifications, it's really easy to do with the built in mail app if you use Windows 10 (in fact, I think it happens automatically if you have a Microsoft account linked to your computer).

#10 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-15 17:14:43

Gosha wrote:
Gosha wrote:
Xenonetix wrote:

Following this, we'll be sending out emails and Kongregate inbox messages to approximately 50 people at a time out of the massive 1350 of you who have opted in to play EE Universe!

when, exactly?

no really, when are you going to start doing this?

Xenonetix wrote:

The first invites are very likely to be sent out this month

#11 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-15 16:03:17

mrjawapa wrote:

Might have been explained already, but why is it being released like this? Why not just launch it to everyone at the same time?

Luka504 wrote:

I heard someone (I think it was ZeldaXD) say that if they allow too many people into the game at once, it could cause the server to overload and crash. So, to prevent it, they're only allowing in 50 people at a time.

Charlie59876EE wrote:

xeno might want to fix that before the open beta, probably before the closed beta, because if xeno plans on advertising and making this a big game, there could be some points where it gets 500+ players or maybe even 1350 players at the same time

den3107 wrote:

It also helps with processing feedback. If you let everybody in at the same time, you'll just be spammed with that one thing that has to be fixed and nothing useful.

Generally with a project like this, you'd like take a sprint-like approach, letting people in in batches for every sprint. Weighing development speed (likely 2 weeks) vs customer demands (instant, 1 day sprints), I'd personally suggest a 1 week sprint, instead of 1 day (although you might want to stick with 1 day at first to test out server load).

With this, you drop in a batch, get some initially major bugs out of the way you might've looked over, and maybe then those players will decide (after the fixes): this is good enough. This would be because they're used to "much worse".
Next batch comes in next week, they see the game for the first time, and they'll share their desires, again, being satisfied or marking it as "good enough" once the suggestions have been processed. This cycle can then repeat itself to assure you get constant fresh minds on your project.

It's a bit of a mix of all of these, as well as a couple other things, I'll try to give a brief overview of each:

First is server power, up until now we haven't had more than a handful of concurrent players online in the alpha server, so we don't have a great idea of how many people our servers can support. In the long term our plan is to set up automatic scaling where if the servers are having a hard time coping then more can be allocated, but we haven't got to this yet so it's currently manual. We don't really want to be spending more money than we have to so we don't want to go overboard, so the best option is to test the waters so we know how many people we can handle before we let everyone in.

Linked to this is the 'first minute rush' where people will play the game a lot more when it first comes out, so if we let everyone in at once then we could have several times as many players at first, stressing our servers more than we need to.

Also, the more players we have, the more likely it is for a 'game-breaking' bug to be found causing either the servers to stop working or requiring us to shut them down while we fix things, so if everyone joined at once it wouldn't be a very good experience for anyone. It's much better to let people trickle in as we continue to make the servers more stable.

Next is the feedback, we've still got a lot to do, so we'd like to have a fairly consistent amount of feedback throughout, it doesn't really help us if 1000 people report the same bug, it just means we spend more of our time reading and responding to feedback instead of actually working on the game. Letting people in slowly means that when bugs are easy to find we don't get more reports than we can handle, and when bugs are harder to find we can ramp up the number of players helping find them.

Finally is the general atmosphere, new players generally make the game more exciting, and we don't expect to get many more beta members than we already have throughout the closed beta, so letting people in slowly generally helps to keep up a good atmosphere and keep the game is active.

As for the reason why we're letting people in every day, it's basically just because it's the easiest for us to manage, we're too small of a team and don't have a regular enough time to work on EEU for sprints to be effective, we're basically just going to be fixing bugs as we get to them, and implementing features when we've run low on bugs to fix, and for this it makes sense to have a fairly quick interval between groups of players to keep feedback consistent.

#12 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-10 18:33:30

Daneeko wrote:

important question: does this use oauth

OAuth 2, yes

#13 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-10 16:12:31

peace wrote:

lukem how will logging in work what information will you get if i use my fb account?

We ask Facebook and Google for the minimum required data to use their 'sign in with' services, so for Facebook this means an ID so we know what EE account you've signed in to, and a name and profile picture for if we were to display one of those "signed in as" icons. We only make use of the ID, once we've verified which account you've logged in to the rest is discarded.

(We use the 'default' permission set documented here: … e-default)

#14 Re: Game Business » EE Universe Closed Beta Information! » 2019-09-10 15:51:21

Anatoly wrote:

Hi! I am also not sure that my current email in game (due to security flows changed)  is the correct one. I'd like to get a confirmation on another email address. Would that be possible?

The easiest way is to change your account's email address. If you email [email protected] from the email address you want to switch to then Xeno can take you through the process of changing it //

#16 Re: Game Discussion » flash’s days are numbered - what’s going to happen? » 2019-09-04 00:54:18

The process of beginning to phase out Flash will start January 2020, and will be completed by December 2020. This means it probably won't instantly lose support, it'll just slowly get progressively more difficult to play.

Also, the closed beta (which we're now really close to) is probably one of the stages that could be shortened should we need to, there isn't all that much that must be done before we move to open beta. We've had a playable game for a few months now, we'd just need to set up the rest of the infrastructure needed to run the game at a larger scale, and fix any major bugs, and if we really needed to we could release the game and it would be playable, albeit with a lack of content.

That said, we'd really rather not do this. Shutting down EE and moving to EEU before it is fully ready probably won't put us in the best situation. We'd rather wait until EEU is more enjoyable to play than EE, otherwise people will end up wishing they could play EE instead, which will turn quite a lot of people away from the game.

So yeah, if Flash was properly shut down half way through the beta we'd probably be fine, it'd just not be as smooth of a transition as we'd like.

#17 Re: Questions and Answers » are we allowed to leak EEU things once CB is launched? » 2019-08-31 16:38:51

mrjawapa wrote:
LukeM wrote:

The alpha is the only stage where you're required to sign an NDA, so you should be free to share any information / screenshots in the closed beta, as long as you aren't sharing the full client or anything //

is there anyway to enforce that?

I guess legally it'd basically be piracy, similar to a lot of the current EE clones, so technically yes if we wanted to we could enforce it, but it'd be a pain to do anything more than revoking people's multiplayer access.

It'd be quite a bit of work to get the client working on it's own though, and I guess it wouldn't be too bad if someone did anyway (multiplayer wouldn't work, which is the main point of EE), so hopefully there won't be anything bad enough for us to need to take action.

#18 Re: Questions and Answers » are we allowed to leak EEU things once CB is launched? » 2019-08-31 12:33:48

The alpha is the only stage where you're required to sign an NDA, so you should be free to share any information / screenshots in the closed beta, as long as you aren't sharing the full client or anything //

#19 Re: Forum Discussion » A bug with the submit button. » 2019-08-26 21:51:03

NoNK wrote:

Submit button is pretty bad on mobile. The text covers it.

There was a discussion about that a while ago, I think the conclusion was that it's a bug in the mobile version of Chrome, it doesn't happen on iOS.

Edit: Found it // … 35#p720435

#20 Re: Game Discussion » Is the EE Website Fully Working? » 2019-08-22 00:51:33

nielsd wrote:
LukeM wrote:

Actually, this isn't entirely true, it is like the way capasha says probably.
If it has to do with RC4, then it is indeed due to deprecation that it does not work because it is considered less secure.
IETF decided somewhere around 2016 that RC4 shouldn't be used anymore in TLS negotiations ( due to security concerns.
Security of the RC4 algorithm has been questioned for some time now. However, it shouldn't really matter for playing EE tho.

From what I can tell, we have RC4 disabled, and all other browsers also dropped support in 2016, so I don't think this should be the problem.

I don't have a computer with Windows 7 to test it directly, but the certificate we use originates from DST Root CA X3, which supposedly isn't supported in IE on Windows 7, so this is likely to be the problem.

#21 Re: Game Discussion » Is the EE Website Fully Working? » 2019-08-21 22:45:19

capasha wrote:

Edit: I couldn't find a way to fix the problem. I use Windows 7 on my Virtual Machine with Internet Explorer 11.
The reason it doesn't work is because the SSL/TLS method that use, is outdated and Internet Explorer 11 doesn't support that anymore.
It have to do with RC4. Firefox and Chrome still accept this. So if you change Webbrowser to Firefox or either Chrome it would work. Or if staff fix their unsupported version of SSL/TLS.

Looks like it's this but the other way round, internet explorer on windows 7 doesn't seem to trust a lot of modern SSL certificates (the things that allow you to use https). Fixing this problem directly doesn't look that easy, it'd either require us to pay a load of money for an old SSL certificate supported by Windows 7 or you to install the new certificates manually (using this process). Otherwise using a more modern browser or switching to Windows 10 would fix the problem.

Sorry we can't do anything better, let us know if it doesn't seem like this is the problem or if you need help with anything.

#22 Re: Game Discussion » Is the EE Website Fully Working? » 2019-08-21 08:58:12

What's the error message?

I've tried the game on Firefox, Chrome, and Edge and it's worked in all three, do you have Flash Player installed correctly?

#23 Re: Game Discussion » EE became smoother » 2019-08-19 22:42:33

den3107 wrote:
LukeM wrote:

As for native EEU, we'll probably be packaging it as a PWA

May I ask why you're planning on using a PWA, instead of something like Electron?
I do believe Electron is "more native" than a PWA, since it essentially has all system calls available. If you really wanted to you could even make EEU playable through Apple's touchbar and any new gimmicky feature that gets released.
Main downside would be the RAM usage, I guess, since it just runs your web app in Chromium... It'd probably move towards the 0.5-1GB range when playing EEU (more around 0.3-0.5 during beta phases).

Currently we're not completely certain about what we're going to be using as we're focusing on getting the core functionality done before we start working on things like this. I just mentioned a PWA instead of an Electron app because currently that seems like the slightly more likely of the two, although there isn't much in it.

With the PWA vs Electron thing, generally things seem to be moving away from things like Electron and towards PWAs, especially for games like EEU that don't really need access to things like unrestricted file access etc, and even this is becoming less of a problem as more of these things become supported natively by PWAs. PWAs are just generally a bit nicer to work with and perform a bit better.

That said, I'd guess that if we do go with PWAs we might have a version that uses something like Electron for people whose browsers / OSes don't support PWAs yet, although again it's pretty early so this is massively subject to change.

#24 Re: Game Discussion » EE became smoother » 2019-08-19 19:23:56

PiotrGrochowski wrote:
LukeM wrote:

I remember using a recent version. That was very cursed. In the "About" screen, the word "Quantum" appeared next to "Firefox", as if I got a virus or something. Furthermore, when I install an older version it would almost immediately update after a single use. So I'm staying with Firefox ESR 52.4.1 (32-bit) with updates permanently disabled. And I wouldn't like to run EEU on Firefox anyway, I would like to run a Microsoft Windows port of EEU if possible. The Microsoft Windows port should use actual, native x86 code, such as the GDI text renderer.

To clarify the quantum thing, this isn't a virus or anything, Firefox Quantum is the name of a rehaul of Firefox which massively optimised the rendering and JavaScript engines, and made it run a lot better on low end devices.

As for native EEU, we'll probably be packaging it as a PWA, which is a fairly new standard that allows you to 'install' HTML5 apps so that you can use them as if they are a normal executable program. Similar to the current exe version of the game, under the hood it would just be running in an instance of your browser of choice, so I wouldn't expect there to be any performance improvements (although similar to the current exe, there could be some unexpected side effects of this that make it run smoother or whatever), so it's mostly just down to personal preference of which you prefer to use.

Sorry if this isn't what you'd prefer, but if did want to have an actual native x86 or whatever version of the game we'd basically have to start again from scratch in a language like c++, which would likely end up doubling the development time we'd need to put into it for relatively little gain, possibly even more as c++ isn't really suited to web games like EE.

The big advantage of HTML5 is that it's designed to be portable, similar to Flash but generally better, so we can just write one version of the code and package it up to run pretty much anywhere, which saves us a lot of time and allows us to work on more important things like actual content updates.

#25 Re: Game Discussion » EE became smoother » 2019-08-19 09:08:25

PiotrGrochowski wrote:

I actually use Windows 10. Believe me, the High Contrast theme option is still available in Windows 10. And the colors of the theme can be adjusted by editting the theme file in Notepad, which also still exists in Windows 10. And I hate Windows 10 due to how slow it is.

I remember someone who wasn't grateful for the Firefox ESR 52.4.1 (32-bit) I had. I refuse to upgrade Firefox and I completely refuse to use Chrome on my PC (except for VMs) for performance. I can't afford powerful enough hardware  to run that. If HTML5 EEU requires a browser version released last minute, and the Microsoft Windows port would crash my PC, then I don't know what you're trying to do!

I would really suggest at least trying out the new versions of Firefox, they really do run significantly faster than the older versions.

That said, you will most likely still be able to run EEU on an older version of Firefox, it'll just run a bit slower than it would on newer versions.

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