Danimal {l Wrote}:Finally tested the latest one, the creature offset gives it a whole new impression, particles work, they are simple but for a first time they are nice: i can see the researched book and portal having them always on for more shine.
Good idea. And the good thing is that it is pretty easy to do by changing only the particle scripts. If you want, for tests, in the 2v2 test skirmish map, I can add particle effects on the bigknight for a long time so you can play with the script without having to cast any spell.
Danimal {l Wrote}:Spell counter: not continuous, it jump on 0.3 sec intervals
That's because it is updated every turn. If it hurts you so much, we can simulate a countdown to have something smoother. However, the idea would be to have a progressbar in the spell tab showing the cooldown for every spell. @Bertram is working on that with CEGUI guys.
Danimal {l Wrote}:Spell countdown: i guess they should be different for each spell, 10 sec for everything is not rigth
It is configurable in config/spells.cfg. I've added default values to test but feel free to change if you want. See more the spells as a test than a real ingame feature. If you don't like the way they work (by selecting tiles), the particle effects or even the icons, that can be changed later. I just wanted to implement the logic and have something to see if it works.
eugeneloza {l Wrote}:Now I get why they are always so many!
They spawn from the portal at the defined rate (defined in the level). But if you don't kill them, they will spawn until the current max creatures per seat is reached (30 ATM). Note that spawning rate and spawn begin.end turn can be changed in the level file.