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Enjoyment_2
- Under curfew
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Re: Game Development: Bound in Checkers
well... every time I see jorb write "imagine how cool it may be" about devs plans on next patch I read it as "we will see it in near future" but what if they really want us to IMAGINE all that possibilities w/o really implementing them... So since this patch players just need to imagine trees, animals, structures with proper hitboxes, and don't wait for devs to actually make them.
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loftar
- Posts: 9096
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Re: Game Development: Bound in Checkers
You think? That was the way we initially made that change last week, but it was thought to make Diplomacy effectively useless. You disagree?Gogonez wrote:Maybe "You need Realm Autohrity Object on screen, to set last minute diplomacy on him ?"
I don't really think it is the "corners" that you get stuck on, but rather just the existence of any obstacle, no matter what shape it is.tyrtix wrote:It does, since sometimes toon and stuff gets stuck in the corners.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Game Development: Bound in Checkers
In this particular case, we wanted to test so that the implementation works properly before going fully into it. If there aren't any obvious bugs with it, I'd imagine we'll start changing more hitboxes soon.Enjoyment_2 wrote:So since this patch players just need to imagine trees, animals, structures with proper hitboxes, and don't wait for devs to actually make them.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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boshaw
- Posts: 1612
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Re: Game Development: Bound in Checkers
Any chance of the new hitboxes being advertised via the res file with some new layer to allow clients to better do pathfinding? 
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Bound in Checkers
Haha yes, love having to put an alt at every single cairn made, and run a bot to log on every single one.Gogonez wrote:You now need to have a Realm Authority Object on screen in order to challenge it
Maybe "You need Realm Autohrity Object on screen, to set last minute diplomacy on him ?"





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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Game Development: Bound in Checkers
Trees have different shapes and sometimes planting two saplings can get you stuck if both are big so there's something to that. Annoying when mass planting and going by XoXoX method instead of XXX takes twice as space. I don't remember which trees but recently tried to make a nice sanctuary and some trees blocked me from either planting or making it really difficult, so why not include trees in that?loftar wrote:I don't really think it is the "corners" that you get stuck on, but rather just the existence of any obstacle, no matter what shape it is.tyrtix wrote:It does, since sometimes toon and stuff gets stuck in the corners.
Last edited by Aceb on Sun Apr 12, 2020 9:23 pm, edited 1 time in total.
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tyrtix
- Posts: 1108
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Re: Game Development: Bound in Checkers
I had many times my toon stuck in the corner of a tree while trying to get around it, and it happens more if you pull a cart tho. Maybe is not the corner, but i won't be sure about that and maybe round hitbox will remove the problem.loftar wrote:You think? That was the way we initially made that change last week, but it was thought to make Diplomacy effectively useless. You disagree?Gogonez wrote:Maybe "You need Realm Autohrity Object on screen, to set last minute diplomacy on him ?"
I don't really think it is the "corners" that you get stuck on, but rather just the existence of any obstacle, no matter what shape it is.tyrtix wrote:It does, since sometimes toon and stuff gets stuck in the corners.
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loftar
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Re: Game Development: Bound in Checkers
They already are.boshaw wrote:Any chance of the new hitboxes being advertised via the res file with some new layer
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Game Development: Bound in Checkers
I'm pretty sure the reason your cart gets stuck is because of the front of the cart, not because of the shape of the tree. While I will perhaps not say it as certainly for players, I'm fairly sure the same is true there, but on that note, one of the things I plan to change once this system has been somewhat tested, is to effectively rotate the player's bounding box 45°, which should make it generally more conducive to not get stuck on stuff, trees or otherwise.tyrtix wrote:I had many times my toon stuck in the corner of a tree while trying to get around it, and it happens more if you pull a cart tho. Maybe is not the corner, but i won't be sure about that and maybe round hitbox will remove the problem.
The reason is that as a general rule, more complex bounding boxes use more CPU-time to compute hits, and since trees are such particularly common objects, I want to keep them as simple as possible, especially if it doesn't even matter, which I strongly suspect that it doesn't. I'm not sure what planting woes more specifically it is that you're referring to, but I would suspect that your troubles in that regard or more related to the size of the trees' bounding boxes rather than their shapes.Aceb wrote:so why not include trees in that?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Kearn
- Posts: 605
- Joined: Thu Jun 24, 2010 2:09 am
Re: Game Development: Bound in Checkers
i have half a cupboard full of this broken garbage please helpKearn wrote:no dust jewel quality fix???????? true despair
