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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: Twinkle-Twinkle
I feel :cam ortho would be lot more usable (at least for me) if you could freely choose the angle, rather than having to pick one of the four fixed angles.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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tyrtix
- Posts: 1108
- Joined: Wed Feb 19, 2014 12:54 am
- Location: Leghorn
Re: Game Development: Twinkle-Twinkle
please! add a bit more amulets and make them gildable, at least with gems!
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TenguCheddar
- Posts: 5
- Joined: Tue Feb 13, 2018 4:00 pm
Re: Game Development: Twinkle-Twinkle
I 2nd that, main reason why i used to play on ambers..vatas wrote:I feel :cam ortho would be lot more usable (at least for me) if you could freely choose the angle, rather than having to pick one of the four fixed angles.
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Gerdgen
- Posts: 39
- Joined: Fri Nov 09, 2018 5:59 pm
Re: Game Development: Twinkle-Twinkle
Using the default client more lately, the following things seem the most lacking compared to custom clients, mostly things everyone already brings up:
-Mousewheel zoom speed: it's so damn slow! Amber had a menu option bar to increase speed of this.
-Bounding boxes: Same argument as for gridlines, it's not meant to be aesthetically pleasing but allows us to place stuff to be aesthetically pleasing. A tool.
-Waterskin/Waterflask meter: Combat, mining, and of course digging soil all consume tons of water and everyone is hauling around 10-20 waterskins. Being able to tell which ones are full at a glance is pretty useful. If appearance is important, maybe a custom image cross section of the container with the liquid at different levels? Then the icon itself would convey the information.
-Fast Equip Hands slot: I switch between tools and travellers sacks a lot, and right now this requires me to open up the whole equipment tab every time to do it.
-Button to drink from any hotkey'd container.
-Hotkey to display current damage of stuff on the screen. Or even just a tickbox in options. I usually have this on all the time except for when I disable the GUI for pictures.
-Alternate version of alt+u that makes the entire GUI just instantly invisible. For picture purposes. Also hides the % damage overlay and hearthling names and such.
Plenty of other stuff but these seem like low hanging fruit that many would appreciate.
Thanks for the wagon change again!
-Mousewheel zoom speed: it's so damn slow! Amber had a menu option bar to increase speed of this.
-Bounding boxes: Same argument as for gridlines, it's not meant to be aesthetically pleasing but allows us to place stuff to be aesthetically pleasing. A tool.
-Waterskin/Waterflask meter: Combat, mining, and of course digging soil all consume tons of water and everyone is hauling around 10-20 waterskins. Being able to tell which ones are full at a glance is pretty useful. If appearance is important, maybe a custom image cross section of the container with the liquid at different levels? Then the icon itself would convey the information.
-Fast Equip Hands slot: I switch between tools and travellers sacks a lot, and right now this requires me to open up the whole equipment tab every time to do it.
-Button to drink from any hotkey'd container.
-Hotkey to display current damage of stuff on the screen. Or even just a tickbox in options. I usually have this on all the time except for when I disable the GUI for pictures.
-Alternate version of alt+u that makes the entire GUI just instantly invisible. For picture purposes. Also hides the % damage overlay and hearthling names and such.
Plenty of other stuff but these seem like low hanging fruit that many would appreciate.
Thanks for the wagon change again!
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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Game Development: Twinkle-Twinkle
Inspired by this here's a screenshot of my setup on Amber's, for mutual inspiration.Gerdgen wrote:-snip-
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Twinkle-Twinkle
If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well.
close enough, hat pls
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Twinkle-Twinkle
We already know you're jorb's favorite. Quit rubbing it in.sabinati wrote:If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well.
close enough, hat pls
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Gerdgen
- Posts: 39
- Joined: Fri Nov 09, 2018 5:59 pm
Re: Game Development: Twinkle-Twinkle
Nice try.sabinati wrote:If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well.
close enough, hat pls
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PogJoe45
- Under curfew
- Posts: 18
- Joined: Tue Nov 17, 2020 11:06 pm
Re: Game Development: Twinkle-Twinkle
great work
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CSPAN
- Posts: 885
- Joined: Mon Apr 04, 2011 12:10 am

