[Ohrrpgce] SVN: james/8983 When pathing to an NPC, the destination indicator moves smoothly with th
James Paige
Bob at hamsterrepublic.com
Tue Jul 11 05:09:31 PDT 2017
On Tuesday, July 11, 2017, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>
> On 11 July 2017 at 03:45, James Paige <Bob at hamsterrepublic.com
> <javascript:_e(%7B%7D,'cvml','Bob at hamsterrepublic.com');>> wrote:
>
>>
>>
>> On Mon, Jul 10, 2017 at 8:35 AM, Ralph Versteegen <teeemcee at gmail.com
>> <javascript:_e(%7B%7D,'cvml','teeemcee at gmail.com');>> wrote:
>>
>>>
>>>
>>> On 8 July 2017 at 11:13, <subversion at hamsterrepublic.com
>>> <javascript:_e(%7B%7D,'cvml','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.
>>
>
> That reminds me of the other thing I meant to mention: I noticed that the
> mouse debug menu modifies the original general.reld.
>
> This only makes a difference if you're either using Test Game, or running
> a .rpgdir. We really need to stop playing .rpgdirs inplace and go back to
> copying them to playing.tmp (except on Android... and OSX if its in a
> .app?) because I'm sick of having to revert vikings.rpgdir!
>
> If you're running under Custom then changes in the menu only last until
> Custom overwrites it when it next modifies it.
> It's not obvious how to make it better behaved under Custom but I guess it
> could be possible to merge in changes from custom to subtrees that haven't
> been modified, by using CompareNodes to see what's changed... sounds really
> low priority.
>
>
Maybe this just means we need to wrap write_general_reld() in #IFNDEF
IS_GAME
?
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