there's a very specific type of internet person that always seems to have endless energy to write huge walls of text explaining their opinions, yet very little energy (or humility) to read source materials and academic literature on any given subject.
great stuff! if you feel it looks better, try changing interpolation mode (to maybe sharper or nearest neighbor) to get less blurry orthogonal versions
Thanks! I'm still in the concept stage and I'm just trying to convince myself not to use Unity because I want something super light that can run anywhere, and also I've always loved FLARE as an open source project and really want to use it. I'll be sure to get someone more experienced with C++ when it comes time to prototype and experiment with that.
I assume messing with raytracing to an engine is well beyond my capabilities, but maybe comparing player's and enemy's position on the map and running through a table that takes direction into account I could simulate a cone of sight.
Well if raytracing is there, could it be rigged to relate to passive/aggressive state?
Flare doesn't have "half-wall" as a collision type, right? You can't have a tile where entities can't walk over but missiles/flying entities can.
Is there a way to make an "invisibility" power that somehow affects the enemy's threat_range or combat_style to simulate line of sight? Because I'd be okay with never using half-covers if you could at least sneak your way past an enemy or get them from behind.
Thanks again, I really appreciate you brainstorming this with me.
there's a very specific type of internet person that always seems to have endless energy to write huge walls of text explaining their opinions, yet very little energy (or humility) to read source materials and academic literature on any given subject.
wow what a mess. my bet: shadowfeign knew exactly what's going on and is an Elon fan playing dumb.
I've only just met this tiny bird but if anything happened to them I'd kill etc
very cool!
but bovine refers to cows, not pigs. you mean porcine.
great stuff! if you feel it looks better, try changing interpolation mode (to maybe sharper or nearest neighbor) to get less blurry orthogonal versions
Thanks! I'm still in the concept stage and I'm just trying to convince myself not to use Unity because I want something super light that can run anywhere, and also I've always loved FLARE as an open source project and really want to use it. I'll be sure to get someone more experienced with C++ when it comes time to prototype and experiment with that.
That's a fine alternative, actually. The player can then drop whatever they don't want from inside the loot box. Thanks all for the replies!
I assume messing with raytracing to an engine is well beyond my capabilities, but maybe comparing player's and enemy's position on the map and running through a table that takes direction into account I could simulate a cone of sight.Well if raytracing is there, could it be rigged to relate to passive/aggressive state?
That all sounds very promising, then. Maybe with some clever mapping and having some areas buff stealth I could simulate some more tactical combat.
But threat range is still a circle, right? No line of sight system.
That got me thinking of two other questions:
Flare doesn't have "half-wall" as a collision type, right? You can't have a tile where entities can't walk over but missiles/flying entities can.
Is there a way to make an "invisibility" power that somehow affects the enemy's threat_range or combat_style to simulate line of sight? Because I'd be okay with never using half-covers if you could at least sneak your way past an enemy or get them from behind.
Thanks again, I really appreciate you brainstorming this with me.
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