Regarding the forge, i think it would be better to have it replaced for something that fits into the center of a 3x3 like all the other rooms "active spots". Do any of you have a pic or concept of some wacky steampunk anvil machine? on that aspect, Bertram, once you confirm that adding the "active spots" is done ill create a list of the ones we need for each room, and start working on them.
In fact, and even before I finish something about room objects. It would be great to have detailed specs of how room objects should behave when creating/adding/removing room tiles.
If you can't for any reason, I'll use the rules that seem to be desired using the existing objects.
But I've got a problem about the forge with your specs. What should I put in the center of a 3x3 square in that case?
- Building dojo crashes game more than before
- Its hard to deploy creatures into a corridor, cursor jumps to the walls at sides
- Music volume needs to be lower when map starts
- Its hard to get a good size ratio, but i would say you are near, make the tiles and walls a bit bigger and let the creatures at their current size.
- Make imp animations play faster (graphically, it should take them a few picks hits to destroy dirt, not just one)
but where did all the weapons go?
I do think you're right about all that you said.
I'll thus put the tile z scaling back to 0.5, and limit the camera height a bit more.
If we cap the levels to 30, we have lvl 30 creatures at the requested max size (1.5x the the nominal size). Can I go with that value?
Afterward, the initial scaling will have to be balanced in the creatures.def file.
I do think you're right about all that you said.
I'll thus put the tile z scaling back to 0.5, and limit the camera height a bit more.
If we cap the levels to 30, we have lvl 30 creatures at the requested max size (1.5x the the nominal size). Can I go with that value?
Bertram : I have had a hard time downloading your repository , but seeing what you have done is so GREAT !!!! You seem to fix the scaling issue and holes in the walls !!! Naah I feel so weak compared to you ...
Could you look at my tile cullng algorithm ... just if it does make sense to you ... for some reason the area it should process is degenerated .... the heart of algorithm is in class SlopeWalk.cpp .
Hi guys, i dont post much lately but i read all posts from time to time, it seems you did some advances lately like proper cross-system compilation, graphic-culling and other minor fixes. Bertram, you seem to have cleaned the room class, are they working now by at least creating a doll each 3x3 in the training hall?.
The reason is that with all of that we should be ready to update the frontpage with some new info and screens, its been without news for too long again; should you post a .exe of the new build i would even hand change creatures sizes to something adequate before taking the pics.
Adding the given features is my very next work for OD. Care to wait a few days?
Want it now or after the new room object handling?
Are we ok to put a room object on the center of each complete 3x3 squares only?
For each room types?
Are there special cases that I can code now?
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