[Ohrrpgce] SVN: james/8983 When pathing to an NPC, the destination indicator moves smoothly with th

James Paige Bob at hamsterrepublic.com
Mon Jul 10 08:45:34 PDT 2017


On Mon, Jul 10, 2017 at 8:35 AM, Ralph Versteegen <teeemcee at gmail.com>
wrote:

>
>
> On 8 July 2017 at 11:13, <subversion at hamsterrepublic.com> wrote:
>
>> james
>> 2017-07-07 16:13:27 -0700 (Fri, 07 Jul 2017)
>> 78
>> When pathing to an NPC, the destination indicator moves smoothly with the
>> NPC
>> ---
>> U   wip/game.bas
>>
>
> I see that here you offset the indicator by the footoffset, but only when
> pathing to an NPC.
> The footoffset also ought to be used when pathing to a tile, and also to
> determine which tile you clicked on. If you set the footoffset to something
> really large you'll see that not including it isn't right.
>
>
That is a good point. I'll fix both those things


> Also, maybe a shadow-shaped ellipse at the bottom of the tile would be
> another good alternative?
>

My plan is to make the indicator a user-definable slice collection. The
ellipse will just be a default.


>
> Semi-relatedly, I've just realised something rather amusing: if you enable
> mouse controls, the player can cheat any maze by simply clicking on the
> exit, and the engine will path there! Also, it was amusing to discover that
> if there's a gap anywhere in your wallmap and you click out-of-bounds, the
> engine will happily path you around the map and through the wallmap bug. I
> think we should probably put a fairly small (and per-map customisable?)
> limit on the max hero path length to avoid both problems. (For example then
> you can set it low on maze maps and high if testing your own game for
> wallmap bugs)
>
>
That is a good idea. I'll start with adding a global max hero path length.
We can see about per-map overrides later.

And of course, it will be easily accessible from the F8->Mouse Options
debug screen for testing.
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