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Sorina Garrigus

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Everything posted by Sorina Garrigus

  1. The grey area is in gambling laws they also mention "A thing of value" So in something like this if you win say a useless cube or something super cool and expensive then you would have an issue. Especially given people go on the market place and resell them. It turns into how gambling works in Japan where you can't play for money but you can play for prizes which people go around the corner and sell the prizes back in another buildings. Basically the same as cashing in casino chips. But if they are basically the same value say like a gumball machine with different colors or toys with stickers in them basically all the same value its fine. It gets complicated past that because you have things like sports cards and magic the gathering in real life which is allowed but it gets a bit closer to walking the line in some other areas.
  2. These sound more like random gambling vendors rather than arcade anything. I grew up in the 80s ... the arcades didn't have people buying random pool balls. They were Pacman, Galaga and Defender.
  3. I forgot to put the quotes around it thanks I Will fix it. EDIT UPDATE: Sorry I did put quotes around the word game. People do that in real life they put air quotes up to indicate a word is not being used accurately.
  4. I am not sure if there is a good game creator group but their should be. If there isn't I would be happy to start one. I criticize Tic Tac Toe as a game because it is broken as a game except to teach kids about strategy. But it is probably a good exercise for scripting for people starting to learn. I would go with a 4x4 though or I have one in my board game cafe in SL that is 3D. Basically multilayers. I have this version in real life in my game store's library. I have a ton of games out if you want to see what is possible and always looking for more. Abstract games I imagine are fairly simple to script relatively speaking. But things that have card effects would be more involved. I am not sure if it is still around. I forget the name of it as I am still digging through my inventory after being away for years but there was a Collectable Trading Card game comparable to Magic the Gathering in SL at one point. In real life games with a lot of card effects you are basically introducing a new rule to the game with that card. If you ever seen the game "Settlers of Second Life" (Basically Catan) in world it shows what could be done even early on when scripting was much more limited. It is so old I can't tell you when it was made as the scripts are so old they don't have acquired on dates on them. I might guess sometime in 2006 or 2007 though. The game is a monster prim and script wise. over 250 prims and a script in most of the prims. I talked to a well known skill game maker recently he said he could probably make it today with 20 prims ... maybe less. If you want to have your mind blown Komikaze is crazy impressive. It is basically a fully scripted version of Asteroids.
  5. Exactly. This is why people that call it a game should just call it what it is ... a virtual world. People call it a game and people come to check out the "game" to find out there is no game. Your description is pretty spot on.
  6. It's still there. I wish they would rename it Skill Gaming Island ... for games in general it is a poor selection. Fine for skill games. Though some of the most popular of those are missing.
  7. In the olden days all there was, was mainland. And it was a bit easier to find content then. But with things on islands ... it's kind of hard to find such things. One of the problems is people keep saying Second Life is a game. This is a BIG problem. Because when you come to the "game" Second Life ... there is no game. People should stop telling people it is a game but call it what it is ... a virtual world. And in that world there are games in it, jobs, businesses etc. But when you call it a game people look for how to play it ... they find nothing of course. The other thing is they need a good way to find legit content. I have a board game cafe, a card room (legally played games of course non money) and a video arcade. I am still building another aspect of it but it is hard to reach people. Perhaps LL needs to have a program that can link content to content. Maybe a hud system where you can look for the type of content. Search ... well it is crap especially now a days. Another option is to borrow from things like youtube and netflix and such. have a standardized hud that can help recommend content based on what you done before. That is the problem especially with new people finding content ... that and people calling it a game and they come to find there is no game. So stop doing that. It is just a silly Troll argument. I have a board game store in RL and boardgame hobbiests do the same kind of thing. A game without a ton of strategy like a party game they will say "it's not a game ... it an activity".
  8. I am not sure if I am over looking something but I was trying to set it so only certain members in a group can rez things. It seems like you can ... but it comes off as everyone in the group or nobody. 1: I have the parcel set so people in the group can rez items 2: I set it in the group that only certain roles can rez items. But they can rez items with these two settings for any role in the group, not just the roles selected to be able to rez items. And if I turn off rezing for the group in the parcel settings they can't rez anything. Is there a way to set the parcel so only specific roles in a given group can rez things? And if they can't ... what is the point of this in group settings for specific roles?
  9. Not bad. It also would serve as good game to teach kids simple math skills. In my RL game store we sell something called Gobblet Gobblers by Blue Orange Games. It basically fixes Tic Tac toe by placing these game pieces of various sizes that stack like Russian dolls. So on your turn you either place a piece or move a piece. It turns into a memory game as you are trying to remember what might be under the other pieces. It has the goal of playing 3 in a row. The original version is called Gobblet which is a 4x4 instead of 3x3. And has a less kiddie looking appearance made of nice wood cylinder type pieces.
  10. By traditional I imagine you mean something like Chess or Checkers or Parcheesi etc. Or possibly a Monopoly knock off. Yah I wouldn't bother with those. I wouldn't do a direct copy either though more inspired by or heavily influenced. I know you can do a good abstract game with some complexity interaction based on what you made before. Outside of the exorcise of it ... I am not sure why there are so many Tic Tac Toe games ... I mean it's a broken game for anyone old enough to be in SL. The only purpose it really serves is to teach a kid strategy and when they stale mate every turn they learned what they needed to learn and it should go in the trash after that.
  11. I am considering hiring scripters to make a line of board games. I am not ready yet but I wanted to get an idea of what the cost on average this sort of thing would be. I am looking to making board games inspired by more modern board games which Second Life is very much lacking with the last real attempt was ages ago with a very old version of Settlers of Catan. Super hold ... it is over 200 prims with an ungodly amount of scripts. I would like to create a list of scripters able to do this kind of work. If you know your board games I am thinking starting simple with games inspired by the likes of Carcassonne, Tsuro, and Sushi go. Not direct copies obviously but games inspired by. I have a game store in real life so I am literally surrounded by a couple 1000 sources of inspiration. If you think this is in your capabilities let me know and let me know of a sample of your work. I am not talking pay and win skill games. But those able to make a game with moving parts, or party style games etc. So we are talking a variety of complexities.
  12. I was able to get LL to do a sim reset. The Linden responding also opted to move the region to a new host in case that was the issue. The games affected were working as normal right after the reset. So was't a change to the updates after all
  13. It was reset a few days ago after the server updates. But I called for another reset to see if that fixes the issue. Also asked them if they can identify anything I might have out that might be causing issues. I imagine my Settlers of Second Life Game which is such an SL antique the scripts don't even have aquired dates on them. It was also created at a time when scripting was much more limited. Basically it is 255 prims and the vast majority of the prims have scripts in them. I don't think they had the ability to affect linked prims back then and had to send messages between prims.
  14. I can't edit the original post for an update but the original Physics times listed was some weird random anomaly when I captured the screen. Not remotely the norm. it hovers around .45
  15. On temp rezzers yah those are problematic because they are basically going off every 60 seconds forever. But a game will just have those happened when it is being played so less of an issue. Games that rez objects in part as temp objects to avoid say some kind of issue filling the land with bullets and such in case something fails. This is mostly happens in scripted arcade style games or in shooting combat sims.
  16. Do you mean say scripts like a basic hover text scripts ... or do you mean scripts set not to running also.
  17. I wasn't sure where people were looking for physics initially I was looking at Physics FPS but yah physics time was huge when I took that snap shot. Pretty low normally but I am on mainland and there are cars that come on the road so that high physics time number very much not the norm. I had an animesh band out playing ... they are animated but not pathfinding/moving. Any idea if that has some kind of impact. I also had two animesh shop helpers walking about but I am not sure if they are pathfinding. They move by heading to rezed prims and don't appear to be affected by physics. They are not phantom but they can walk through walls and objects. I think they are just some kind of scripted move in conjunction with a walk animation. On the game issues I think I narrowed down the issue. Both games affected rez scripted objects that are temporary. One game the missles are physical but the other is not. On Komikaze using edit tools I was able to determine the missle was rezing perfectly fine at about the right time ... but the script that causes it to move there is what is delayed from kicking in. I am now wondering if there has been a change with temporary scripted objects. I am doing a lot of testing to narrow down the issue the sim statistics I only understand a bit of it. I am trying to create a detailed report to LL for both sim impact and a potential issue introduce with the last update. It might be a combination of both but reduction of resources isn't getting the games to work again. Might have reduced the delay from 5 seconds to 3 though. I was getting alerts my draw distance was too far is probably why. I am having lower FPS ... plus there are a lot of objects. Likely internet issues
  18. On script count ... the original data posted must been from an avatar passing through. It is under 6860 ... no clue how it counts active scripts because it alternates and showing fraction of scripts. Not sure how that works.
  19. Also scripts in general are not sluggish. physics based games when they are used like pinball are not having any issues. They actually seem to be working better than I recall the last time I tested them. Some other games which are intense on what they do for play like the Cannons game which plays kind of like the worms video game if you know that one but in real time works perfect. I tested another one which has a lot of animations going on called Super Rally where you drive a car avoiding obstacles jumping over things runs perfectly fine. If it was an issue of too many scripts it would be affected as some other games would be which are heavily scripted real time arcade games ... which play perfectly fine. The issue isn't consistent between various games that would be affected the most. I am fairly sure that it is some gimped issue with servers and or a problem introduced in how scripts run with certain commands etc.
  20. There isn't anything physics related going on currently. it says physics FPS is 45 or so ... but underthat it shows nothing physical going on literall 0. Until a car comes down the mainland road maybe. It appears the mainland servers have been gimped. The last sever update created problems and they seem to continue. Very little change script wise has happened. I took the games having problems to a sandbox and they were having similar problems. Then I took them to another mainland area and they seemed to work as before or close to it. There are plenty of scripts but they are all waiting to be used most are not super active. I pulled one very old build Settlers of Second Life which had massive amount of scripts in it. pulled some SecondAd sign boards and other small additions, shut down the scripts to the animated butterflies and of course it is having no effect. Here are my current sim stats after pulling the Settlers games, the games having problems shutting down the butterfly light scripts and other animated lights. So now it should be lower than it was a month ago easily .... same problems with the games affected. Will ask for a reset from LL and see if there is a difference I had many more games out before in the past and these games were working 100% fine a few days ago. The server seems to be fine time dilation good etc.
  21. The "jaded jokers" pathfinding character was actually an animesh teddy bear. I think it some how merged it's name with something else after a big land snafu. It must been there for ages but caused no issues with it hiding down there. The games are not "running" they are waiting to be played. And some are media based so no impact since they are not scripted. time dilation is at .99 lag all showing normal and green. Maybe you can point to the sim resources issues in the statistics you are talking about? But the basic info shows the sim is in good shape. Keep in mind the games affected are anomolies with most everything else functioning fine. Also keep in mind this area is for the public ... not a private home. To pull a bunch of games would just mean to abandon the land at that point. And an empty unused sim ... kind of pointless. Ctrl alt shift U does nothing I am using the LL issued viewer because the lighting in the other viewers are old and outdated and crap by comparison unfortunately to the LL viewer I got rid of the random pathfinding object and turned off a few butterflies from animating ... it's not going to fix the games affected by the changes. The sim is showing in good operational status with no real lag issues to speak of.
  22. I checked for that. I some cases it could be but in other cases they had no rezing going on.
  23. The issues I am describing are not graphic drivers or computer issues at all ... they are scripts seising to function properly as they were originally intended with massive delays mostly making a number of things un playable
  24. I explained in detail in the games in second life link. I will repaste it here for you. I have at least three games that are broken due apparently due to changes in SL updates. Response time between input and the game reacting have gone from happening to pretty much immediately to happening 10 seconds or more if happening at all. So far I am seeing these issues in scripted arcade games like Komikaze which is basically a scripted version of Asteroids. You shoot and you see the particle effect it has firing but the actual shot comes out 5 seconds later aand it happens between 5 to 10 seconds later and often at a different angle. Missle Defence which is a scripted version of the classic Missle command you click on the screen to fire a missile off and it happens maybe 15 seconds later or so. Duck Hunt seems to play fine but it is currently getting a flood of "Too many sound requests. Throttled until average falls." messages. But does play fine otherwise. It didn't do this before. A game called Area 51 which is a mouse view target shooter doesn't work at all. Doesn't register any clicks. I also tested Zombie Hunter another target shooter I believe to be mouseview click but not sure of how they made the game to know if they took a different approach or not. But it seemed to work perfectly fine compared to some of the other target shooter games as duck hunt did. But Duck hunt isn't a mouse view shooter it is just a click shooter. none use projectiles to account for hits that I can tell. I am going through a lot of games today to see if they are affected. Another click shooter arcade (but not mouse view but a sit down camera position type game) called Kill em all seemed to work fine as does another mouse view click shooter called Zombie Forest Run. On the board game side of things I am still testing. Haven't done proper play testing but noticed huds in Hirons games which use the experience feature take a few seconds to appear/attached when before it was nearly right away. But was only able to test a couple board games to see if they were affected. Haven't found anything outside of that. Not sure what the pattern is causing issues in some games but not others. If you have any of these games in your sims or find other problems post about them. There were some form of issues the other day I assume created by updates. I had issues with my anywhere doors not being able to find animations but they seem to be working again fine now. They seem to have had those errors after a sim reset. The sim has a lot of games in it but seems to be in good shape unless I am missing something as i don't understand all the data of sim statistics. I am leaving the games with issues up in case a Linden wanted to come down and see what is being affected and how/why. The affected games are primarily at my Grunge Arcade location but all are in the same sim if that is a factor. Hopefully the issues will be corrected soon.
  25. Yup. Tried rerezing them. some I can't manually reset scripts but the ones that I did try didn't affect them.
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