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Marc Vaughan

SI Staff
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Everything posted by Marc Vaughan

  1. If you'd be kind enough to do a detailed bug report via. the bug support area and indicating the device you're using (ie. LG 820 etc.) then it'd be appreciated - if its the issue I think you've mentioned it only afflicts a few people and we've not managed to reproduce it in house so the more information we have the quicker we'll be able to sort it out. PS - If you can mention if its ALWAYS an issue or whether it goes away after you fully power down/up your device and restart the game it'd be appreciated.
  2. If you've downloaded the game recently then you should find when the game begins you have the choice of two databases to choose from - one from the start of season, the other from the January transfer update.
  3. The game will continue to improve and evolve as devices move forward - that being said however it is intended to remain a game which is relatively simple, fast and fun to play so the intent is not to needlessly complicate it at any point. I want the game to remain one where you can easily blast through a season in an evening or pick it up for 15 minutes during a commute and feel you are able to play through a couple of matches meaningfully.
  4. Stretch display is an option for Android devices with non-standard resolutions largely - simply put we implement a variety of skins for the game at different common resolutions (960x640, 800x480, 1024x768, HDTV etc.) ... however there are always some we don't have covered ... The game will still run on those devices but will place the application centrally within the screen with a black bordered around it by default - 'stretch screen' tells the app to scale the screen up to whatever the devices native resolution is. This is left as an option as on some devices (notably very thin letterbox phones) it can warp the text and make it fat/thin which looks odd. (so sorry but its not intended to reposition the pitch on the match, its for another issue - I'll see what I can do about that for next years version if I've time though, no promises though as I'm rather stacked with work already)
  5. Choppiness generally happens when the resolution of a tablet isn't matched by the processing power it has, some new tablets have ludicrously high resolution but the processor hasn't increased in spec to the same degree as the resolution. For example if you have a 1024x768 screen with processor A, but then go to 2048x1536 on a new system then you are shoveling 4x as many pixels to the screen each frame ... if the processor is only twice as fast as 'processor A' on the original device then you might see a little jerkiness in some cases, as always we'll keep optimizing things and do our best to keep you running smoothly in the future.
  6. If this occurs then please send me the pkm (after a match you can save down the pkm using the downward arrow icon) - this is called 'divergence' and is a real pain to track down as its incredibly rare on most machines. (I believe its caused by something within the match engine not being 'cleared' down fully - but it only occurs very rarely and most commonly on machines which haven't been rebooted for a while so have a lot of 'dirty memory' ...)
  7. I've taken a stab at fixing this for FMM23, although without a save it is somewhat 'guessing' as to the cause tbh
  8. LOL - I'm afraid I never announce features before it's 100% certain they're going into the game - it might surprise you to know that I've developed and 'pulled' features from my games in the past simply because they sounded good on paper but didn't 'gel' with the rest of the product when push came to shove ... as such announcing a feature early might actually force us to keep something in which was detrimental to the game as a whole (in my opinion its not the number of features which makes a particular version fun to play, but how they interact and gel as a whole).
  9. The medical center isn't the most 'exciting' to a lot of experienced FMM players, however to a newcomer to the game it explains things in more detail and can (hopefully) help them understand what a 90% condition means in real-world terms etc. ... which is why it was introduced. PS - I think you'll find this years additions more exciting ... hopefully
  10. I've taken a stab at fixing this for FMM23, although without a save it is somewhat 'guessing' as to the cause tbh
  11. One thing just to mention in case anyone hasn't noticed - you can trigger most of the challenges during a 'normal' game now if you find things are easy going -the 'invicibles' one acts as a statement to the press that you think you can remain unbeaten until the end of the season (from the current point in the game). Look on the settings - narratives page during the game to find them.
  12. Looks at current economic state of the world ... chooses response
  13. LOL - I'm afraid I never announce features before it's 100% certain they're going into the game - it might surprise you to know that I've developed and 'pulled' features from my games in the past simply because they sounded good on paper but didn't 'gel' with the rest of the product when push came to shove ... as such announcing a feature early might actually force us to keep something in which was detrimental to the game as a whole (in my opinion its not the number of features which makes a particular version fun to play, but how they interact and gel as a whole).
  14. Hmmm because there should be time for the user to make changes and ensure its not a 0-0? (more seriously - does it really take 5-6 minutes for a match to play through on your device with the dead time set to the highest setting, my iPad normally plays out a match in around 2-3 minutes if I use commentary only and replays or 4-5 tops if watching 2d/key ... and that is with chances shown etc. ... what speed settings do you have - perhaps my sped up 2d is faster than your setting?)
  15. The medical center isn't the most 'exciting' to a lot of experienced FMM players, however to a newcomer to the game it explains things in more detail and can (hopefully) help them understand what a 90% condition means in real-world terms etc. ... which is why it was introduced. PS - I think you'll find this years additions more exciting ... hopefully
  16. You just wait until ball boys are represented (each with a unique name and characteristics of course ) (more seriously - thanks for the feedback, very useful)
  17. There is a balance in how the 'dead time' processes in the match - if we made it jump straight from 'chance to chance' instantly then you'd get no feel for how the match is going and when to make subs or tactical changes, hence the commentary is intended to give an impression of whether a team is dominating the game etc. (but I'll have a think about things and consider rebalancing - if anyone else has a view on this please let me know)
  18. Change your tactic and when you select 'actions' you should see a 'save tactic' option - once you've saved a tactic the load option will appear (its not visible initially because you don't have any tactics to load yet?).
  19. Stretch display is an option for Android devices with non-standard resolutions largely - simply put we implement a variety of skins for the game at different common resolutions (960x640, 800x480, 1024x768, HDTV etc.) ... however there are always some we don't have covered ... The game will still run on those devices but will place the application centrally within the screen with a black bordered around it by default - 'stretch screen' tells the app to scale the screen up to whatever the devices native resolution is. This is left as an option as on some devices (notably very thin letterbox phones) it can warp the text and make it fat/thin which looks odd. (so sorry but its not intended to reposition the pitch on the match, its for another issue - I'll see what I can do about that for next years version if I've time though, no promises though as I'm rather stacked with work already)
  20. Choppiness generally happens when the resolution of a tablet isn't matched by the processing power it has, some new tablets have ludicrously high resolution but the processor hasn't increased in spec to the same degree as the resolution. For example if you have a 1024x768 screen with processor A, but then go to 2048x1536 on a new system then you are shoveling 4x as many pixels to the screen each frame ... if the processor is only twice as fast as 'processor A' on the original device then you might see a little jerkiness in some cases, as always we'll keep optimizing things and do our best to keep you running smoothly in the future.
  21. The games database grows each year but its balanced against the power of the devices which we support, each year I push the limits slightly as older devices become obsolete - to give you an idea of how much things have changed, the original Football Manager Handheld game loaded between 3,500-5,000 players for most game loads ... the maximum loaded number of players in the game now is well over six times this now (I'll have to check to find the exact amount). (this is the approach that we'll likely continue to take to expanding things - simply because I don't want to slow down the gameplay for people)
  22. You are basically who I originally designed the mobile game for - I found my playing time (and sleep ) severely curtailed when I had young kids
  23. I'd recommend you apply - you've always posted quite intelligently and I don't think experience is needed for a QA role really (feel free to put me down as a reference). Best of luck
  24. I play on average about 20 hours a week with the precise timings varying hugely ... then again I get away with the excuse that I'm (cough) testing the game and its features which is kinda helpful (back in the day when I worked onsite in London I used to play mainly during commuting which was about three hours in total a day with 1.5 hour of that on average on the game and the other 1.5 hours reading, I used to be able to get through several novels a week in those days ).
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