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bl4ck adam and i have very similar tastes
Careful where you aim!
Edit: So I just got finished completely reworking the system which defines where the tip of the gun is, and it now also accounts for the bouncing animation that plays when walking (since it was visual only). It took a few hours but it's pretty robust now, and should easily allow for weapons with wildly different shapes.
As well, I also did some more conversion from images over to vis_contents and it's resulting in cleaner code at least. Being able to nest vis_contents is crazy good, as it means transforms from the parent will carry over more easily. For example: with images, I have to connect the visor lights to the player and then make sure to match the lights' transform to the helmet's transform. Now, I can just slap the visor lights onto the helmet and everything's peachy. I couldn't do that before as the helmet used to be an image, and you can't stack images on top of one another (as far as I know).
Two types of fog of war. Blackness in areas you haven't seen at all, grey for areas you have seen but cant currently see. Those areas only allow you to see the turf itself, not objs/mobs on them. Also some autotiling hex water.
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