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Home Page: https://get.shapez.io/gh
License: GNU General Public License v3.0
shapez is an open source base building game on Steam inspired by factorio!
Home Page: https://get.shapez.io/gh
License: GNU General Public License v3.0
I grabbed the Steam version of the game but was slightly disappointed to see that you don't distribute a native Electron binary for Linux. For some reason the game doesn't want to run through wine/proton (it starts but no window appears) and having native support for Linux hopefully shouldn't be too difficult.
While here I'd also like to mention that I love the simple yet highly addictive nature of the game and it being open source makes it even better.
Like in any RTS games moving cursor to an edge of the window could move the screen. It would also make selecting items easier (for reference selecting units in Warcraft III or some Age of Empires). I understand that this would require changing whole selection system because now it's tied to screen coordinates but I think that this would improve overall experience.
Hi Tobias,
First off, really cool stuff!
Secondly, I saw the Linux thread, but didn't want to re-open that one for this (I don't know which you prefer but this seams more clean)
Is it difficult to create a mac version for steam? I can help out potentially (Frontend and iOS developer)
I checked in on discord and saw that there is also other demand for this. So maybe we can put our head together to setup the pipe to generate mac builds too. So I can actually play it :D
Using space was nice to center on hub, removing this is intentional or is it temporary?
If a player completes a "Primary Goal" while the Statistics window is open, the "unlock" screen opens but is blurry and illegible. It can still be dismissed by clicking on the very blurry cyan "dismiss" button.
When zooming out I would like to be able to draw the belts in a straight line over a huge distance. Maybe Holding down a key when dragging so that it stays on the same axis to Prevent "curvy lines".
First of all, blueprints are nice ๐.
When pasting them, though, it looks like the system is still trying to smart-merge the belts. Here's a picture, left is the copy, middle is the blueprint, right is what happens when it's pasted. The arrow points to where the belt was automatically changed for the smart directions.
At the moment you can only cycle variants by pressing "T".
It would be great if you could also just click on them to activate the clicked variant.
(Right now, they are click-through and you place the currently selected variant under the button)
If you fulfill the goals for multiple levels at the same time, only the Level Complete dialog for the last goal you fulfilled will be shown. For example if you collect enough squares to complete level 3 before you have enough semicircles to complete level 2, it will completely skip the level two complete message and and the message describing upgrades. As you can imagine, this can cause issues particularly when this happen in the lower levels where these messages are the only way you inform users about new buildings or mechanics.
Tested on version 1.1.11
On the left side of the screen where the "goal" items are... Sometimes, it's hard to make out the details to see exactly what the parts the item is constructed from.
Please allow a way to zoom in to see the items in more detail.
Sometimes, the button to advance to the next level is cut off. I was not able to advance from level 1 to level 2 without refreshing the page (that bypassed the 'next level' screen). I didn't get a screenshot of that one, but here's another one showing the issue....
I do have the interface scale to "Huge" (so I can see the "goal" items on the left side of the screen better.)
I accidentally named something "blue side" twice, which is possible in the game. Seems like it could do a uniqueness check. Something like this, though the lack of validation feedback on the forms could be improved to display what the actual validation failure is.
diff --git a/src/js/game/hud/parts/waypoints.js b/src/js/game/hud/parts/waypoints.js
index 746145b..ffcc8bf 100644
--- a/src/js/game/hud/parts/waypoints.js
+++ b/src/js/game/hud/parts/waypoints.js
@@ -140,7 +140,7 @@ export class HUDWaypoints extends BaseHUDPart {
id: "markerName",
label: null,
placeholder: "",
- validator: val => val.length > 0 && val.length < 15,
+ validator: val => val.length > 0 && val.length < 15 && this.waypoints.every((wp) => wp.label !== val),
});
const dialog = new DialogWithForm({
I would like to copy and paste a small part of the factory several times. I would like to select an area with multiple Buildings in it and then duplicate this to a new location
Improvement: Tab cycles through the build-options at the moment.
Holding Shift and pressing Tab should cycle backwards.
Based on the current production rate it should be easier to see how long there is to wait until the next upgrade.
Also, add a label for Discord server issue and set it to this!
You can't move screen with mouse when holding an item because it is placed instead.
Changing LMB to clicking and draging mousewheel would solve this problem
(like on draw.io / diagrams.net)
Hello! Lovely game indeed! Bought at itch.io, but miss the steam key you send out yesterday. I'm more than happy to provide Chinese Localization if you are interested.
Improvement: Pinned Shapes should be on top of the list in the Statistics Dialog
This would make it easier to check progress on the shapes that the player has already marked as important.
I like the mechanic whereby blueprints consume shapes. This mechanic could also be used to upgrade buildings to their next available level (e.g. short bridges to long bridges), possibly consuming a quantity of shapes automatically to upgrade the factory and/or using the selection mechanic to manually upgrade. Perhaps it could also be used to apply tier upgrades to existing structures - which would encourage the player to provide a lot of upgrade shapes to keep all structures at maximum efficiency.
I really like to see the designs my buildings make when I zoom out, and I'd like to be able to share that with others too. Taking a screenshot while zoomed out works, but only for an area small enough to fit completely in the window. So it would be nice to have some way to export the entire area that the user has built on as an image (PNG, etc.) like it appears in the zoomed out view except without all of the interface elements.
This would be nice, right now I think it's a bit too slow
The color mixing is extremely difficult if you (like me) are very colorblind. Might I suggest a colorblind mode or a color mixing legend for comparison and evaluation?
For color-blind people, it is very hard to separate yellow and green in the game. Select a more diverse color palette so people with various types of color blindness will be able to play
The current level 10 goal requires the use of the star shape to unlock the stacker. However, the star shape does not spawn on its own and must be assembled.
Hi, love the game.
I use 1:1 monitor (Eizo EV2730Q), and noticed this when playing the demo:
As you can see there is some overlap in few UI elements, and I feel the bottom toolbar is too big.
Small priority, but I am sure this can be fixes somehow :) People with 4:3 and 3:2 aspect ratio screen probably might experience similar issue to me.
Most of the other screens are fine, albeit on my screen the look comically big:
Improvement: Clicking an activated pin in the "upgrades" dialog should unpin the shape.
Right now, you can only unpin by clicking on the shape where it is now displayed in the in the main UI.
Also that little pin could use a tool tip explaining what it does. It took me a moment to figure out.
If I didn't read a help text carefully that already explained it, sorry :) - still think tool tip would help.
It would be nice to be able to rotate something I am in the process of placing by using the mouse.
I would suggest that mousewheel up/down shoot rotate left/right while the item is on the cursor.
I have listed two problems here about shapes changing size
When you stack a shape that includes a small shape it forces the shape to resize back into the bigger version as seen in this example. This impacts being able to finished level 18.
The result:
The expected result (with some help from paint):
I don't know if this is related or a new bug but I came across first and thought might have been a feature.
When you cut a small shape so it is on it's own it returns to the original size.
It would be helpful to know if a building is running slow because it is a slow process or because it is waiting for a resource. A bar or something displayed on a building would be useful for this.
Steps to replicate:
Why have tsconfig if it's all in js?
Being able to name saves would be neat, especially on systems where multiple people are playing.
Feature to deactivate lanes in the Quad Painter so that you can leave areas grey
When replacing a tunnel entrance for a preexisting tunnel exit, the green line indicating a connection between them will not appear.
At the moment if you have for example "16k / 37k" of a certain shape in the upgrades tab, you can't tell if those are still reaching the hub or if it's standing still.
It would be nice, if there was some small indicator icon (up arrow or something that on hover shows the rate of change, maybe switch to "stop sign" icon if nothing is delivered)
There's two bugs here:
Issue
Possible solution
I think restoring the zoom problem is probably because of the Math_max
, seems like that should be Math_min
? It works for me with Math_min
, anyway.
diff --git a/src/js/game/hud/parts/waypoints.js b/src/js/game/hud/parts/waypoints.js
index 746145b..485a53c 100644
--- a/src/js/game/hud/parts/waypoints.js
+++ b/src/js/game/hud/parts/waypoints.js
@@ -158,7 +158,7 @@ export class HUDWaypoints extends BaseHUDPart {
this.waypoints.push({
label: markerNameInput.getValue(),
center: { x: center.x, y: center.y },
- zoomLevel: Math_max(this.root.camera.zoomLevel, globalConfig.mapChunkOverviewMinZoom + 0.05),
+ zoomLevel: Math_min(this.root.camera.zoomLevel, globalConfig.mapChunkOverviewMinZoom + 0.05),
deletable: true,
});
this.waypoints.sort((a, b) => a.label.padStart(20, "0").localeCompare(b.label.padStart(20, "0")));
I'm playing the web version. Here is my savefile (it's zipped because GitHub otherwise doesn't allow uploading it): bug.zip
It happens around 6 chunks north-north-east from the hub (I haven't bought the game yet so I can't place marker).
My series of stackers produces in kind of waves - the number of items in the storage on output of the stacker array increases for some time, and then a gap in belt appears, and the storage returns back to the number of items it started at. But it originally made me think that it wasn't producing a full belt of shapez.
The storage on input is stable on 167 items.
In Factorio, if I mouse over an existing entity, and press the "Q" key, my cursor now changes to allow me to place a copy of the existing entity.
I see that you already use "Q" to de-select an active "tool" (I have the multi-select option set). I suggest that if no tool is selected, "Q" will automatically select the tool the mouse cursor is over.
Steam Cloud seems to be not working between Windows and Linux.
(So saves from Windows won't show in Linux and otherwise)
I'd like a component that could swap two lanes if an input matches.
I think it should be a 2 input, 3 output shape. On the input lanes A and B:
Outputs:
I think there should be 4 variants:
It would hold both inputs until there was one in each and room on all output lanes, perform the match and then output.
Reasoning: endgame right now is pretty weak. After you supply the last designed shape it gives you a random one. I think it would be nice if you built towards a programmable machine that you input a small loop of item templates that are production prototypes for a much larger build line thing.
I'm not sure of the exact sequence, but if you're holding down a movement button (I was pressing A both times this happened) and a level up screen pops up, then the key gets stuck moving. Pressing the opposite direction (D) just stops the movement.
Running gulp task fails, because there's no "atlas" folder. Creating that folder makes build work properly, but the game has almost no textures. As I understand, ready atlas is supposed to be committed to this repository, but it isn't.
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