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trimps.github.io's Issues

Formation exploit

I had wanted to contact the game creator privately but I didn't know the way. So I decide to write it here. Sorry if I have chosen the wrong place.
I noticed that it is possible to get an infinite health and attack by formation switching.
Here are the steps:

  1. Switch the AutoFight and AutoRepeat to off.
  2. Enter a map.
  3. Before fighting, switch the formation to Barrier.
  4. Fight.
  5. Switch the formation to Normal, Heap or Dominance before the map is completed.
  6. Complete the map without defeated.
  7. Repeat 2 to 6.
    When you switch formation before fighting, the formation is changed but your health/attack/block doesn't change.
    In this way, for example, changing between Barrier and Dominance will make your block decrease to 1/8x, your attack increase to 8x, every time and forever, until your army defeated or abandoned. You can sacrifice your block to get health and attack endlessly to get infinite health/attack, and push to wherever zone you want.

Multiple formations highlighted when unlocked

When you first unlock a formation, sometimes more than one will be green until you click one. I'm not sure if it always happens, but I have seen it on multiple occasions. I'm guessing that the new formation is just colored wrong on initialization.

Number of workers can occasionally have trailing zero (minor)

For instance, I can have 1.7 million wood workers, but 1.70 million metal workers.

It's something to do with the rounding because if I fire a few thousand metal workers then it changes to 1.7 million

This is not a large issue but it annoys me for reasons I can't explain

Map bonus not being applied

The values are being calculated correctly in tooltips but not being applied (i.e. I have 3B block after the bonus in tooltip but it only shows 1B, I also take damage as if I had only 1B block).

See screenshots: http://imgur.com/a/eOK2y

estimated time to reach required resources

It would be nice to know after how long I would reach required resources for building something I cannot yet afford. Maybe it will even make people stick longer in the game knowing it is just a few minutes away :-) Current percentage bubbles are somewhat helpful but over 1000% it gets harder to estimate.

Newest Scientist Challenge Impossible

On the newest Scientist challenge, you start with 70 science. Scientists become 'unlocked' when you complete it, but you require 100 science to actually unlock the upgrade that unlocks the scientists, thus making it (presumably) overly lengthy and difficult (if not impossible) to reach the point you can Portal again.

I would recommend that across all of the Scientist challenges (or other challenges that lock a job/building/resource), that the relevant job/building/resource is 'auto-purchased' upon completing the challenge.

Display current bonus on Challenge2 buttons

It would be much easier to chose which Challenge2 to pick up, if the current bonus will be displayed at challenge buttons. Now I have to click through all of them to find out which ones I haven't done yet or haven't done in a long time.

I suggest to write current extra attack/health on the button under the name of the challenge, similarly to buildings and employees.

Resource Timers show "0 secs" at 1 minute

With 1 minute remaining to having enough resources to buy something the resource timer says "0 secs". Instead it should be one of the following

  1. "1 min"
  2. "1 min 0 secs"

According to the changelog, "60 secs" should never be shown now, so I presume that would not be considered as an option.

html errors

index.html

  • duplicate id declaration difficultyAdvMapsText at line 653, 666

indexKong.html

  • img is single tag and must be<img attrs.. />, not <img></img> at line 65, 227-253
  • difficultyAdvMapsText at line 756, 769

updates.js

  • input is single tag at line 202

Display Issue with small horizontal window

Previously shrinking the window vertically allowed you to scroll across the page, allowing things such as having trimps open next to a video / whatever app you're working in. With 4.3 and the smart scaling introduced, the trimps window is is shrunk to the point that buttons are unusable, the different tabs in the shop appear vertically, and the bottom of the slider list at the bottom left falls off page, with no way of scrolling down. Although I like the new smart scaling, and would use it, there reaches a window size where it is unfeasible.

Can you add either an option to turn off the window scaling, or have it switch back to scroll once the window reaches a certain width?

screen shot 2017-04-13 at 1 00 21 pm

Buttons hidden on ultra-wide monitors

In ultra-wide monitors (form factor 21:9) some buttons ("Repeat" and "Trade Bones") get hidden in the map zone when the browser is in expanded mode

snip_20160316134331

Bug in Magma -> mi when you have Hybrid and not storage

Line 4080

if (game.global.generatorMode == 1 || (game.global.generatorMode == 2 && game.global.magmaFuel < getGeneratorFuelCap(false, true)))

needs to check whether the fuel you will end up with will put you above your fuel capacity, not whether your current fuel (before adding what you get from the cell) is above capacity.

Since game.generatorUpgrades.Capacity.modifier returns a number slightly larger than your actual capacity if you have exactly your capacity when that check happens you will fall into the fuel gaining check, rather than the MI gaining part. If the check used what fuel you will end up with this wouldn't happen.

active button after importing paused game

If game paused and game imports or game paused and page refreshs
active action (building, researching) doesn't seen at button, button doesn't active
It doesn't active after disabling pause too.

Priority Crafting que

330K traps takes a long time and I decided to upgrade the forge so I have more metal available but it is going to take forever to do that with 10 Foreman and me helping to build maybe a priority crafting system is necessary.

alt+$num changes formation

On Firefox/Linux, alt+$num changes to the tab of that number.

It also adjusts the formation your trimps are using.

ctrl+$num doesn't adjust the formation.

It would be great if alt didn't either.

keyboard shortcuts

I think keyboard shortcuts Is very usefull to fast runs

var keyCodes = {
    'space': 32
};

document.addEventListener("keydown", function (event) {
    if (event.keyCode == keyCodes.space) {
        toggleSetting('pauseGame')
    }
});

or for example Shift+B+M for building mansion

Disallow Text Highlight (minor)

I ran across Trimps a few months ago and love it. Great work!

I haven't really come across any major defects, but I did want to mention that all of the non-clickable elements like text headers are selectable (highlightable). For my play style, this becomes a bit annoying when clicking quickly to purchase upgrades. As I quickly click to purchase all of the upgrades, the Equipment section moves up and I accidentally double click on the Equipment header which highlights the text. I was hoping you could add a little css to make the headers non-selectable (I can't imagine a reason someone would need to highlight a header).

I have been been adding this css to the body in chrome developer tools to avoid the accidental highlight annoyance. Of course, I have to add it back each time I open the page.

body {
  user-select: none;
}

A cross-browser solution would be

body {
  -webkit-touch-callout: none; /* iOS Safari */
    -webkit-user-select: none; /* Chrome/Safari/Opera */
     -khtml-user-select: none; /* Konqueror */
       -moz-user-select: none; /* Firefox */
        -ms-user-select: none; /* Internet Explorer/Edge */
            user-select: none; /* Non-prefixed version */
}

This is an easy fix to add to the css, but it is a bit hacky since it still shows the "I" text select cursor when you hover over text. A better, however more time consuming, solution would be to add a label class to all the headers/labels that do not need to be highlighted. The label class would contain user-select: none; and cursor: default;.

.label {
  -webkit-touch-callout: none; /* iOS Safari */
    -webkit-user-select: none; /* Chrome/Safari/Opera */
     -khtml-user-select: none; /* Konqueror */
       -moz-user-select: none; /* Firefox */
        -ms-user-select: none; /* Internet Explorer/Edge */
            user-select: none; /* Non-prefixed version */
  cursor: default; /* forces the cursor to be the default arrow icon */
}

I appreciate you listening to my feedback. Great work on the game! I'm really enjoying it.

Display issues on widescreen displays

When playing Trimps directly on github.io some buttons are unavailable on widescreen unless full screen is turned on. Especially buttons in battle block and button on portal screen.

Bones button floated below screen:
screenshot from 2017-04-18 15-36-15
Portal buttons partially floated below screen (missing scrollbar)
screenshot from 2017-04-18 15-36-32

game.global.maxSplit == 0.33 !== 1/3

For example i have 3195 workers
and i whant distributed them equally between 3 positions
fisrt i run 0.33
then 0.5
and others
3196%3=0, so it must be 1065 in each position
but in code we calculate first step by Math.floor(3196*0.33) = 1054

it will be cool to calculate Math.floor(n/3), not Math.floor(n*0.33)

overriding font locally screws up the layout

i use an extension to modify most website's fonts, as im mildly dyslexic, and when i activate it in-game, the layout of the page changes. it isnt unplayable, just a little bit irritating

image

Missing new secret achievement

The secret achievement seems to need 250k Helium spend on wormholes. I already spend more than 320k before patch but got no achievement after update

Bad wording on completing "Scientist" challenges

main.js:750 && config.js:2810 --- "...From now on, you will receive earn two levels of each prestige...". I've only noticed it on Scientist IV, but it seems to be on all Scientist challenges.

I'd suppose removing word "receive" from config.js:2810, as each Scientist description starts with a verb already. I'm new to gihub (I've registered only to report this ;) ), so I don't know how to fix it myself.

Helium earned display issue (minor)

Hi,

I have found one minor issue. On main dashboard i see 1663 He earned, but on portal screen it says 1664. Version 3.3.

Great game, thank you for creating it and all the development.

Shift for Tooltips only checks on mouse events, not key events

When the setting "Showing Tooltips/Shift for Tooltips" is set to "Shift", objects which have tooltips only respond to mouse events. This means that if you've moused over a thing, and want to see its tooltip, pushing the shift key without moving the mouse will not make it show up.

The tooltip will show up predictably if you move the mouse over any edges of the object, or edges of textboxes within. It will not show up if you stay within the empty space inside an object, or within the bounds of a text box inside the object.

Will update if there's any more info I can gather.

Bone trades ignore current run

Buying portal or heirloom for bones refers to the best run and highest zone achieved. But it ignores current run, if it reached for more Helium or higher level.

Both trades should consider that current run may be the best one.

corruptDodge is 33% not 30%.

The code for the dodging corrupt enemies lets them dodge more than the stated 30%.

This code appears on line 4665 of main.js:

if (cell.corrupted == "corruptDodge"){
        if (Math.floor(Math.random() * 3) == 0) badDodge = true;
    }

The below code would both simplify the code and correct this.

if (cell.corrupted == "corruptDodge"){
        if (Math.random() < 0.3) badDodge = true;
    }

Maps button does not always reflect action taken

Normally, the Maps button will return you to the Maps screen, unless your Trimps are still alive in which case it will change to Abandon Soldiers and wait until they're dead. However, if you click Maps, it changes to Abandon Soldiers and the map ends, the caption returns to Maps but when clicked again it abandons immediately and returns to the Maps screen.

Minor though, not really game-breaking.

Allocate workers by ratio

There are already robust tools for manually assigning trimps, EG you can assign 1/8 of your free workers at once if you so choose. It's still a pain to manually maintain a ratio of assignments (EG 2/8 farmers, 1/8 lumber, 5/8 miners) using these rules as your free amount shifts per click. The above ratio can be achieved through clever use of 1/2 but a 1/7 ratio is more challenging.

Proposition: add an advanced option "ratio mode". In this mode, the game will auto-assign workers that become available. Each job may have a constant number assigned or a ratio. Constants are not counted against the ratios, EG if I have 120 trimps and set 20 explorers, a 1:1:1 ratio for farmers:lumberjacks:miners will give 34:33:33. The game will not fire trimps.

Extension: This could be a new job, with each consultimp reducing the time it takes to assign each trimp. This would help mitigate the minor efficiency gain of instant assignment. Unlocking consultimps could require a challenge, maybe based around having a lot of trimps. This would increase the satisfaction from the unlock since players will immediately understand the benefit, though it risks frustrating players if the gate postpones the feature too long.

Add Gigawormholes

Add Gigawormholes to help balance the fact that you permanently lose helium when you buy wormholes

Display issue with the "Dedicated" buff in Daily challenges

The "Dedicated" buff is applying correctly, but it doesn't appear in the resource/sec totals in the resource fields. Attached is a screenshot of the "science" breakdown, showing the correct amount, and the science resource field, which is missing the "Dedicated" buff.
Image

Problem with external site data

I have my web browser configured to block external site data, which causes problems when I play the game on Kongregate, the most obvious of which is an inability to save. (I was also unable to gather food when I first started the game. I don't remember if this was related to local storage or not, though.)

I don't know enough JS to provide a patch, but it may be possible to detect this and suggest changing the relevant browser settings. Alternatively, some general troubleshooting suggestions whenever saving fails might be helpful.

Thanks for the game!

Duplicate title

        Warpstation: {
            message: "Time to colonize the galaxy.",
            world: 60,
            level: 19,
            brokenPlanet: 1,
            addClass: "brokenUpgrade",
    -->     title: "The Galaxy will be your Ocean",
            icon: "*rocket4",
    -->     title: "New Ship",
            fire: function () {
                unlockBuilding("Warpstation");
            }
        },

Time remaining to breed does not take trapping into account

The time remaining that is shown on the trimps population progress bar does not take into account whether the player is currently checking traps or not, resulting in the seconds shown passing faster than one second per real second while trapping, which feels weird.

I looked at the math behind the time remaining calculation and managed to work trapping into the formula, so if I get an ok for fixing this, I will create a pull request

Great game, btw :-)

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