![]() Also, I'm unsure what happens to the camera when the server sends down a new position for the player's own character, but it's probably not anything pretty. Instead of all entities and tile data shifting at once (meaning no visible effect, since the player character moves by the same amount as everything else), they will visibly teleport one at a time to the new positions. You don't need to resend the full entity data during that offset adjustment, just new positions, but even that seems like it would create a nasty loading effect. ![]() It seems like you'll need to resend the whole 5x5 worth of data, but at a different offset in the 9x9, so the 5x5 has room to keep sliding (like picking up your mouse and moving it when you hit the edge of the mousepad). Then the problem is what to do when the 5x5 visible region moves past the 9x9 map boundary. (2) as the player moves, move the 5x5 section with them and send "add entity" / "chunk tiles" / "remove entity" as things come in and out of view (1) tell client the map is (say) 9x9, but only send them data for a 5x5 section in the middle What's your design for that look like? I thought about it a bit and came up with this: I tried it with Firefox and Chrome and it seems to work on both. The last step should be automatized but I'm feeling dense today, maybe I'll fix it another day. If everything was OK, when the character edition page loads, your saved pony will be there. The next day you try to play the game and your ponies are gone, open that file, copy everything and paste it in the console while you're in the home screen (I mean, the page without /character at the end of its url). (you can check if everything worked fine opening the file, the name of your pony should be somewhere in it) The file is "ponybackup.txt" and it will be in your downloads folder. It will download a copy of the currently selected pony as a text file (ONLY that one, if you have several ponies and you want to save every one of then, you can do slight modifications to the code or just save each pony separately). You can do this in the game or in the pony selection screen. Var dl=document.createElement("a") dl.download="ponybackup.txt" dl.href=(new Blob(,)) dl.style.display="none" (dl) dl.click() It's easy, just paste this code in the console: ![]() netflix.New script! If you're tired of redoing your pony every time you load the game (because you clear your cookies or something), you can now create a backup to make that task simpler. Here, among the laser gunfights and goofball aliens, we got just that. Like its fellow animated snarkfest Bojack Horseman, Rick And Morty is best when it tempers its self-aware humour with a real exploration of its characters’ human weaknesses. Thankfully, showrunner Dan Harmon has also realised that using Rick’s genius to save the day at the end of every episode would eventually get old, so series four leaned heavily into the character’s emotional failings, giving him a depth we hadn’t seen before. Oh, and Rick impregnated a planet (or did he?). There was the now-obligatory episode where the plot’s premise was “I secretly transported you to multiple universes”. We found out whether Rick really did clone his daughter, Beth, or not at the end of series three. There was a Prometheus/Alien franchise face-hugger parody, which was frankly shocking simply for the fact Rick And Morty somehow hadn’t done it before. Our dipsomaniac scientist (emphasis on the maniac) and his fretful, boggle-eyed grandson fought a guy who was the literal embodiment of storytelling in a mind-pummelling episode so meta we’re still not sure whether it’s over or not. The second of the series’ two batches, each five episodes long, aired from May, wrapping up a series that delivered all the irreverent sci-fi beats you’d expect. Thankfully, Rick And Morty survived the Szechuan sauce debacle and the tantrums of its occasionally toxic fanbase to return to high-concept greatness in an excellent fourth series.
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