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Author Topic:  Unity 2D client  (Read 963 times)

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« Reply #30 on: 13, March 2020, 18:30:44 »
LOL! OK, so it's already been done. :) (Approximately, your avatar/my thought is more of an over-the-shoulder view than theirs).

On that note, SEnLoS and some of mt server-side lighting ideas probably only work in our current 2d view.


« Reply #31 on: 13, March 2020, 20:13:02 »
Since I've taken on (more than I can chew) redoing the arches I've been looking pretty hard into new styles and images.  Here is another crazy concept that caught my eye, and to think this was posted in 2013...
✌😜👍 This art was made while laying in bed with a mouse on my hip.  Nothing is impossible, cheers.


« Reply #32 on: 13, March 2020, 22:25:02 »
Just to be clear, you're talking about shifting the "camera" downward a few degrees and adjusting the sprite dimensions accordingly?

If so, that's perfectly doable. Currently the client is configured as a "2D" project, so I'd just alter the algorithm to scale/stretch tiles based on the player's configured camera angle.

Alternatively, I could set it to a "3D" project, assign the sprites to the textures on a grid of horizontal (floor/fmask) and diagonal (layer3/4) planes, and then use the built-in 3D camera to handle the math for me.

Priorities are elsewhere right now but I might do some prototyping for it one of these days. The nice thing is that most of the code will be compatible with either method as the map rendering code is pretty small and self-contained.

« Last Edit: 13, March 2020, 22:33:47 by _people_ »
-- _people_ :)


« Reply #33 on: 15, March 2020, 09:59:54 »
*hurrah for unity*

*hurrah for _people_*


« Reply #34 on: 21, March 2020, 20:10:03 »
Latest update is available for download:

Notable changes:
  • Minor UI improvements - UI elements should now scale properly on multiple resolutions (though untested)
  • Inventory management - Press "I" to open your inventory. Apply/Drop are implemented, though may have some bugs. You can also multi-select items (shift+click, or ctrl+click) and apply/drop them in bulk. Choosing the quantity to apply/drop not yet supported. "Below" window works, but you can't pick things up yet. There is another inventory window just below the main inventory - that's your open container. Not yet implemented.
  • Chat menu is mostly finished. As players chat in various channels, a new tab will appear for each, as well as separate channels for players you /tell. Bold/italic/underline text work, but have some easy bugs to fix (escape chars). Lots of other text features are supported but will need to be disabled. Links will eventually be added (I've made working prototype code) which, when moused-over, will provide in-line tooltips useful for describing items.

EDIT: Formatting that as a list didn't help readability in the slightest :)
-- _people_ :)


« Reply #35 on: 21, March 2020, 23:13:23 »
Getting the blue screen again, *windows protected your pc*
✌😜👍 This art was made while laying in bed with a mouse on my hip.  Nothing is impossible, cheers.


« Reply #36 on: 22, March 2020, 01:06:08 »
OK, this is a problem. I'm using a package called TextMeshPro developed by Unity to handle the chat window (and eventually other windows) because it is extremely powerful and has some cool feature capability. I believe this package is causing the false positive with Avast.

Eventually I can request that they look at the file themselves and whitelist it, but I don't want to do that for now because it's constantly changing. If you trust me to not infect your computer with a virus, you can manually whitelist it:
-- _people_ :)


« Reply #37 on: 22, March 2020, 09:12:15 »
Looking nice _people_!  Keep up the good work. :)
✌😜👍 This art was made while laying in bed with a mouse on my hip.  Nothing is impossible, cheers.


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