Great work! I know you used the word "replacement", but I would probably keep both grasslands in the game. Yours would be used for some of the new maps. A couple of reasons why:
More variety
Respect to Clint's original artwork
Yours isn't a 100% drop-in replacement due to things such as the corner wall tiles being 2x2 instead of 1x1.
Critique: Maybe this is just me, but I think the grass is too "vibrant". If this is supposed to be autumn (based on the trees), wouldn't the grass be more dried out and patchy? Maybe some tiles of exposed dirt could also alleviate this.
I think I see what's wrong. The second power removes the combo_2 effect, so no powers get replaced when the player casts the first again. Since the second sets the combo_3 effect, you probably want to add the following to the first (as it is in the second):
replace_by_effect=14201,combo_3,1
Is there any reason for having multiple effects versus having multiple stacks of a single effect? The latter is how I imagine a combo system being done. So in your case, the first power would have these two lines:
No. When the dev hud is on, you should notice a small red cross at the bottom of the characters' feet. This is the floating point position that we check is inside of hazard circles.
The place where we *do* use the gride squares is with entity-to-entity collision. So if an enemy is occupying a tile, that tile behaves as a wall in terms of entity movement. This makes sense for our pathfinding, which is grid-based. But it can produce some poor results if an entity is not near the center of a tile. In such a case, the player can get closer than you would expect to the entity without bumping into the "wall" tile.
Hit detection in Flare is currently very simple. Every attack (we call them "Hazards") is essentially a circle. If a target's position point is inside this circle, we register a hit.
I think for the proposed combat improvements, we could improve things by keeping the hazard circles small. Precise hitboxes would be a lot of work and be more CPU-intensive. Not sure if it's worth it, but it's an interesting idea.
Great work! I know you used the word "replacement", but I would probably keep both grasslands in the game. Yours would be used for some of the new maps. A couple of reasons why:
Critique: Maybe this is just me, but I think the grass is too "vibrant". If this is supposed to be autumn (based on the trees), wouldn't the grass be more dried out and patchy? Maybe some tiles of exposed dirt could also alleviate this.
The mod you want to copy is actually the "demonic-ui" folder inside of "flare-demonic-ui-master".
I think I see what's wrong. The second power removes the combo_2 effect, so no powers get replaced when the player casts the first again. Since the second sets the combo_3 effect, you probably want to add the following to the first (as it is in the second):
replace_by_effect=14201,combo_3,1
Is there any reason for having multiple effects versus having multiple stacks of a single effect? The latter is how I imagine a combo system being done. So in your case, the first power would have these two lines:
replace_by_effect=14101,combo,2
replace_by_effect=14201,combo,3
So beautiful. I really like your approach to the day-night system.
I'm kind of busy for the rest of this month, so I'm aiming to release 1.10 around mid-May.
No. When the dev hud is on, you should notice a small red cross at the bottom of the characters' feet. This is the floating point position that we check is inside of hazard circles.
The place where we *do* use the gride squares is with entity-to-entity collision. So if an enemy is occupying a tile, that tile behaves as a wall in terms of entity movement. This makes sense for our pathfinding, which is grid-based. But it can produce some poor results if an entity is not near the center of a tile. In such a case, the player can get closer than you would expect to the entity without bumping into the "wall" tile.
FYI, you can see the Hazard circles by enabling developer mode and turning on the dev hud (enter toggle_devhud in the console).
Hit detection in Flare is currently very simple. Every attack (we call them "Hazards") is essentially a circle. If a target's position point is inside this circle, we register a hit.
I think for the proposed combat improvements, we could improve things by keeping the hazard circles small. Precise hitboxes would be a lot of work and be more CPU-intensive. Not sure if it's worth it, but it's an interesting idea.
This should be fixed now. I wrote a brief explaination here: https://github.com/flareteam/flare-game/issues/802#issuecomment-471357101
Thanks for providing the save file. I'm able to reproduce the bug now, so I'll try to fix it.
Good catch. It had no affect on item drops, since the minVal there is zero. A fix is now upstream.
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