I'd say that would be the perfect solution for this.loftar wrote: I guess there is a case to be made that the camera angle should be indicated on the minimap.
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Nightdawg
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Re: Game Development: Creel Quern
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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ErdTod
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Re: Game Development: Creel Quern
I jsut want to add is that free camera angle is one of the most important reasons for me to use custom clients.
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Audiosmurf
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Re: Game Development: Creel Quern
Like to point out this again as an option. Are you particularly attached to the nondescript X as a player indicator?Audiosmurf wrote:Edit: Alternatively, changing the player's map marker from the current X to something like the arrow used in custom clients (showing the character's orientation) would be a solution.
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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loftar
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Re: Game Development: Creel Quern
Right, that's probably the best option, and no, I'm not particularly attached to that. I just haven't really thought much of it. Actually, coming to think of it, we did consider doing that a little while ago, but that required adding code for drawing rotated sprites in 2D mode, and I didn't want to do that at the time since I'd just have to replicate it for both the new and old clients, so that might be a good idea to fix now that the old client should be retireable.Audiosmurf wrote:Like to point out this again as an option. Are you particularly attached to the nondescript X as a player indicator?
Just for the record, I don't think that is something that I can fix, since, again, it appears to be a bug with glibc. If anything, perhaps I should actually try to debug that and report it; I've just been assuming that someone is already aware of it and that it will be fixed, but that might be naïve.mvgulik wrote:Linux, Mint, Cinnamon, 19.3. (in case that is of any use)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Enjoyment_2
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Re: Game Development: Creel Quern
no it is NOT!Nightdawg wrote:I'd say that would be the perfect solution for this.loftar wrote: I guess there is a case to be made that the camera angle should be indicated on the minimap.
the problem is not with "where am I going?" but with inability to synchronize your movement on the screen with your movement on minimap. just tilt the minimap 45 degree (as the game screen is already tilted) so when I move left, I move left BOTH on screen or minimap, and ROTATE minimap when camera is rotated
AGAIN, when you lost in the wild and you pull out your compass - you don't just say "okay North is something behind my left shoulder - I'll just move backwards and strafe left a little". You make that N and arrow on the compass meet each other and then go straight forward. that's how ppl use maps.
Last edited by Enjoyment_2 on Sun May 17, 2020 9:21 pm, edited 1 time in total.
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loftar
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Re: Game Development: Creel Quern
Again though, it wouldn't just be a matter of tilting it 45°, but rather to keep it rotated with the main camera at any angle it might be, it surely you would have to agree that would suck?Enjoyment_2 wrote:just tilt the minimap 45 degree
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Enjoyment_2
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Re: Game Development: Creel Quern
seems like Im talking to the tree...loftar wrote:Again though, it wouldn't just be a matter of tilting it 45°, but rather to keep it rotated with the main camera at any angle it might be, it surely you would have to agree that would suck?Enjoyment_2 wrote:just tilt the minimap 45 degree
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loftar
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Re: Game Development: Creel Quern
Well, for what it's worth, I get the same feeling, as you seem to be obtuse almost on purpose.Enjoyment_2 wrote:seems like Im talking to the tree...
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Enjoyment_2
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Re: Game Development: Creel Quern
the last attempt - that's how your compass looks like:
and that's how proper compass should look like:
The player on vanilla have 2 separate indicators to track the movement of his(her) character, and when the question "where would my char go if I click here?" appears - both systems give him DIFFERENT answers. And since both of them (gamescreen and minimap) are ALWAYS present on the monitor - it is confusing for ANY human brain to resolve 2 different answers on 1 question.
The player on vanilla have 2 separate indicators to track the movement of his(her) character, and when the question "where would my char go if I click here?" appears - both systems give him DIFFERENT answers. And since both of them (gamescreen and minimap) are ALWAYS present on the monitor - it is confusing for ANY human brain to resolve 2 different answers on 1 question.
Last edited by loftar on Sun May 17, 2020 9:46 pm, edited 3 times in total.
Reason: Hid huge images\
Reason: Hid huge images\
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loftar
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Re: Game Development: Creel Quern
We don't have a compass, so it doesn't look any way at all, and it's not obvious how you imagine your compass analogy to work. Is the "proper compass" supposed to be fixed in the UI, fixed to a fixed minimap, or rotating along with a rotating minimap? If anything, your "proper compass" being aligned with north seems to correspond to how the client currently works, unless you indeed imagine it to rotate along with a rotating minimap. And if the point you're trying to make is that the minimap should rotate with the main camera, you're merely reiterating that rather than responding to my criticism about that idea.Enjoyment_2 wrote:the last attempt - that's how your compass looks like:
"Object-oriented design is the roman numerals of computing." -- Rob Pike

