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minimap - have some sort of minimap #23

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shirishag75 opened this Issue Sep 30, 2012 · 133 comments

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@shirishag75

shirishag75 commented Sep 30, 2012

hi all,
it would be nice to have some sort of minimap - maybe something which can be turned on and off with some keyboard combo. There could be one or more kinda minimaps.

a. A minimap which shows where you are located in the map/dungeon currently playing.

b. An overall map which shows how much of the overall game you have discovered with possibly marking of save points (as supposedly they would be rare.)

As of now only Bertram is working on the game, so he should be thinking about it.
As I'm no coder I dunno when is the best time to start thinking about it, just putting it out on the open, so maybe it can be roadmap whenever Bertram thinks fit.

@Bertram25

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Bertram25 commented Oct 1, 2012

While it's an interesting idea, I won't work on it for the first two releases. So I'll add this in the new 'later' category for now.

@NemesisDD

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NemesisDD commented Oct 1, 2012

I don't know exactly if I already made some comment on this before (if not, I definitely wanted to but forgot...). While you are right - it can wait -, I definitely agree on the MUST of having minimaps. ;)

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Bertram25 commented Oct 1, 2012

Ah, people are so much assisted nowadays. ;P
Well, alright, but I think you both will understand, I should make the battle status effects working, and focus on content. :)

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NemesisDD commented Oct 1, 2012

Definitely. But I really hope to start coding in next days. So maybe I can take some work off your shoulders... starting with the main menu stuff.

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Bertram25 commented Oct 1, 2012

Good to hear :) I'll then focus on removing the tabs asap. And set the new 4 spaces indentation rule on. ;)

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IkarusDowned commented Dec 31, 2012

pokes head in
just curious if anyone looked into some ideas for how to do this?

@shirishag75

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shirishag75 commented Jan 1, 2013

Actually a very simplified way of doing it would be :-

a. Let's assume all the places are in a x, y grid for simplification. Let's say an arbitrary assumptive grid of 20,20 in x, y format.
b. So at any place at any time you would be in some place in x,y in some place. This is good as it can be easily shared in walkthroughs such as go to 'Layna Forest cave, 15,15' and you will meet so and so or have something.
c. This info. could also be shared with the player by means of a toggle switch/checkbox in the menu somewhere.
d. The minimap looking wise should be an approximation of the map with the usual fog of war thing for places not gone yet .

As and when we have minimap there are number of possibilities which can happen (esp. with cheat codes). We can use it show number of enemies/hostiles on any given map, places which have some nice treasure and all kinds of secrets.

I am sure there is a secret area/easter egg or two that Bertram25 has hidden in the game somewhere for people to find. If any of our beloved devs., gamers anybody knows where please send me a mail at SHIRISHAG75 AT gmail dot com (all in small letters please) .

Looking forward to play the separation/judaai (hindi word meaning the same thing) of the yet to be lovebirds.

I'm sure other people would have more better and more elegant solutions to share.

Till l8er.

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Bertram25 commented Jan 1, 2013

Hi,

This is how I see it, while I'm not completely sure of myself yet:

The menu part:

  • A tab in the menu mode could show the place you currently in and the more general place you're at in the currently known world map.
  • Setting the currently focused map/ world map (that will change while the characters are advancing in the game) should be feasible at the script level, and very simple. Just set an image.
  • Setting the current character placement will be done on the script level because the placement will always be vague in this menu. I will never/ever show treasure/character/enemy coords and all within the game since it's not Zelda. And this will be the job of the ones making walkthrough ;) Just set pixel coords relative to the top left border of one of the two maps.

Within the map mode: (optional IMHO)
A very light as in not gui cluttering minimap could be shown within the map mode. I'm not actually convinced it will be quite useful, at least for now, yet this one could show characters, monsters but not treasure chests. It would be an easy spoiler, since all the treasures in game are boxes.

The minimap shouldn't not have gui borders, have no flashy colors as for the background, and be very transparent.
At the final point, the minimap shouldn't be too big, and hidden per default.

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IkarusDowned commented Jan 2, 2013

do you intend to pre-generate the minimap from say, the map editor? or should that be procedurally generated upon world entry? both are possible and will generally follow the same generation algorithm, but its a matter of cost at map-creation vs transparency and auto-creation during play time.

A tab in the menu mode could show the place you currently in and the more general place you're at in the currently > known world map.

can you provide a quick mock-up picture of what you are envisioning? For some reason i'm having trouble following and a visual aid might help

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Bertram25 commented Jan 2, 2013

I think I'll pregenerate it and display a part of it based on the sprite position, something like that.
I'll probably need to hack the game to put out a minimap image generator in place, though.

can you provide a quick mock-up picture of what you are envisioning? For some reason i'm having trouble following and a visual aid might help

Sure. I didn't think anybody would touch this one any time soon but if you're interested, here is what I had in mind:
maps-mock-up

(The 'world' part)

As for the region part, it's simply another map, maybe a little more precise and indicating the different places around.

@shirishag75

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shirishag75 commented Jan 2, 2013

Just can say wow as in looking but for playing purposes doesn't make much sense.

Has anybody seen the maps done in virtual villagers as an inspiration or ideation.

See for instance :-

http://www.casualgameguides.com/games/includes/Virtual-Villagers-5-New-Believers/images/map.jpg

as well as :-

http://4.bp.blogspot.com/_YR-qCJXphXU/TUgfPKPDWZI/AAAAAAAAAYI/mtHbqrjwgaE/s1600/Virtual_Villagers_5_New_Believe+2011-01-23+01-23-09-64.jpg

As FOW (Fog of War) lifts the map should map places and things, would make it more fun for people.

Comments welcome.

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Bertram25 commented Jan 2, 2013

Yep, the world map shouldn't be shown by default but rather if selected.

The 'Region' map should indicate the different places, indeed, as I said above.
Note that 'Region' is a temporary name until something better is found.

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IkarusDowned commented Jan 3, 2013

looks like the world map @Bertram25 has in mind is like the old FF style world maps. In this case, locations names should appear on the map as the scripts "trigger" them to be shown. We can deal with implementation deals later.

The mini-map doesn't neccesarily need to be a hack; I have a general algorithm rolling around in my head which could, in threory, auto-generate a mini map. I would say we could split this task into 2 -- one ticket for the world map, one ticket for the minimap. While they seem like the same thing, there is a distinct difference in the concept and implementation details IMO

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shirishag75 commented Jan 3, 2013

@IkarusDowned you are right on the money. I had the same idea about having two maps, the world map and the minimap which goes in more detail about a specific 'region'. The rest is upto you guys.

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Bertram25 commented Jan 3, 2013

In this case, locations names should appear on the map as the scripts "trigger" them to be shown.

Yeah, something like that.

While they seem like the same thing, there is a distinct difference in the concept and implementation details IMO

completely agree, starting by the world sound easier to me as a first go.

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IkarusDowned commented Jan 4, 2013

I'm a little unsure about the "region" map. that seems kinda unnecessary to me, but maybe I just don't understand yet.

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Bertram25 commented Jan 4, 2013

Let's forget about the region one for now. Maps are representing quite some work anyway, and you're right, it might just be a zoom of the world one and be unnecessary.

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IkarusDowned commented Jan 4, 2013

I'll start some work on the world map, then. Let me know if there are any stock images you can provide me with for the map, the pointer and things such as that. Any particular LUA interface preferences?
I'm imagining, much like the quest log, have a table for the different locations you want shown, and their x,y location on the grid. I like the re-use of the location information in the bottom window, but i think we should remove the Time and Drunes and stuck with the name and image-banner. This will also probably be added to the table.

from the scripting side, i imagine a ShowWorldLocation(string_id) / HideWorldLocation(string_id) sort of thing?

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Bertram25 commented Jan 4, 2013

Hi @IkarusDowned, :)

You pretty much sum it up. Apart from the fact that I'd like to be able to reset the world map shown any time by giving an image filename.

something like:
SetWorldMap(string), with SetWorldMap("") hidding it.
I assume all the world locations should be set back to hidden when changing the world map.

You can use the default cursor or the hand pointing down if you want:
https://github.com/Bertram25/ValyriaTear/blob/master/img/menus/hand_down.png

As for the map, I must admit that I have nothing fit to be seen ;) Yet, the image I used comes from here:
http://opengameart.org/content/fantasy-world-map

Maybe, maybe one day, we'll use this to actually travel the world, btw: :)
http://opengameart.org/content/worldmapoverworld-tileset

Thanks a lot for taking of such nice features and when thinking about the quest log, I can even say it was pretty quick!
I can hardly follow with content to honour the features you add. ;D

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IkarusDowned commented Jan 5, 2013

haha, don't worry about trying to keep up with the changes -- you're the content master and there's way more content than features. We'll just make sure the features are there when you are ready for them

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IkarusDowned commented Jan 10, 2013

Hi all, haven't had a lot of updates recently, so I thought I share what I have done so far. Real Life is taking a chunk of time at the moment, so you may not see as much progress from me as you did in the past until mid-feburary

that being said, here's some basic working code for the map from the menu.
world_map

so hang in there, its comming along :)

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Bertram25 commented Jan 10, 2013

Woohoo! It's coming along nicely already. :) Take your time :)

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IkarusDowned commented Jan 12, 2013

OK! yet another screen shot for everyone to look at.
worldmap

thats right! world map locations and a pointer!
the world map location is set by lua script, meaning that yes, we have scriptable locations.
the pointer moves locations view left / right press. cancel returns to the main menu.

todo:

  • adding the pointing to location info in the bottom screen
  • either provide a "SetCurrentGlobalLocation" function in global, so the initial pointer location is determined by the script, OR make the code determine, on entry, where it is. This is a design decision -- for now it just defaults to the top of the location list.
  • save / load the current map and the current view able locations

@Bertram25 as you can see, the location marker is the "eye." Is there a "flashing diamond" sprite or maybe just a circle StillImage available for use? I couldn't find one.

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IkarusDowned commented Jan 12, 2013

actually looking at the current code, the easiest thing to do for bullet 2 is:

  • add a function to global called SetCurrentLocation(locaiton_id)

and use that to default to when opening the map menu. This is because, it looks like the location banner and name are not stored globally, but instead set thru a ModeManager:Push call, which takes a MenuMode instance with the location name and image set. It seems that unless we make major code changes there, its easier to just have the "location name" and "image filename" also in the location information on startup.

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rootslinux commented Jan 12, 2013

Is the location name/image not stored in the GlobalManager? I thought for sure that it would be. But yes, I was looking at the MenuMode code yesterday and noticed that you have to provide it with a location name/graphic filename in the constructor. I thought it was because the MenuMode code is so old that it hadn't used the calls that were added to GlobalManager.

But anyway, I agree with you. GlobalManager should store the current location name and filename, and there should be Get/Set accessor methods for this data. Then any game mode will have access to this data easily.

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IkarusDowned commented Jan 12, 2013

The only problem with that is that we would need to make some serious
changes to the currnet MenuMode push / poping...it looks like all that is
set in the constructors and pushed on the game mode stack at the moment.
If we mad eit quereable, we would need to rework that I think. Not saying
we should do it, but that might be a different task altogether.

On Sat, Jan 12, 2013 at 12:35 PM, Tyler Olsen notifications@github.comwrote:

Is the location name/image not stored in the GlobalManager? I thought for
sure that it would be. But yes, I was looking at the MenuMode code
yesterday and noticed that you have to provide it with a location
name/graphic filename in the constructor. I thought it was because the
MenuMode code is so old that it hadn't used the calls that were added to
GlobalManager.

But anyway, I agree with you. GlobalManager should store the current
location name and filename, and there should be Get/Set accessor methods
for this data. Then any game mode will have access to this data easily.


Reply to this email directly or view it on GitHubhttps://github.com//issues/23#issuecomment-12172908.

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IkarusDowned commented Jan 12, 2013

@rootslinux
I'm not seeing any globally held "current_location" information, but its possible i'm looking in the wrong place. i was looking in global.hpp?

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Bertram25 commented Feb 18, 2013

Hi :)

Just tested the new marker, and it looks fine :) Btw, I wanted to tell you that when your going north, the minimap don't stay on the corner just as it does when you go in another map corner. Try to get top-north of any map and you'll get what I mean.For the rest, when script and custom minimap images support are added, you'll be ought to prepare the merge. I'll do the code review tomorrow.

Best regards,

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IkarusDowned commented Feb 18, 2013

oh really?? weird i thought I had that covered. i must have deleted an if-statement somewhere, i'll fix it up

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IkarusDowned commented Feb 20, 2013

So a couple updates from a few changes i'm making

  • I optimized the code a bit such that we can make white texture show better, but unfortunately it mostly just looks like tiny "white noise" and in my opinion, doesn't look that great. I'll post some screenies later today so you can see.
    The problem is that the image itself gets shrunk down, and so the pixel info gets too "squashed" and makes it just look odd. I'm currently bouncing some ideas around, so when I had screenshots I'll put them up and you can see. One option is to essentially just make the collision map a black sheet with alpha-holes, and put the white texture as the backgorund. this may look odd tho, but like i'm still playing with it.
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Bertram25 commented Feb 20, 2013

Ah, the texture might not be the better one, indeed. But I think you get the spirit, thanks for all the work done :)

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IkarusDowned commented Feb 21, 2013

There's also another thing I wanted to point out, and I wasn't sure how you wanted to handle it:

  • collision squares for the map grid are all of the same-size, and collisions for ground objects are variable. So, I handle them differently in the modified code to make things faster / more intuitive.
  • because they are different, if i use the same texture for both the collision grid map-collision areas as I do for the ground objects, it doesn't quite have the same nice effect...in fact it looks a little weird...

There's a couple solutions to this, IMO:

  • we can allow the "pixely" look to stay
  • allow two different textures, one for ground objects and one for the map collision locations
  • use the same color texture, but make the image a "rounded" corner texture. The problem with this is that when you have connected blocks, it will look a little odd since continuous sections would have "bumps" in them.
  • a combination of the 2nd and 3rd. That is, keep the same color for the texture, but in stead allow ground-objects to have "rounded corners" and regular collision map locations be "squares"

i should have some time this weekend to throw up a couple mocks

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Bertram25 commented Feb 21, 2013

Hi,

allow two different textures, one for ground objects and one for the map collision locations

Unfortunately, due the necessary abuse of ground objects, sometimes as walls, sometimes as decorations, I would not use a different color for those. Later, though, once the base is up and well tested, we could add different colors for other objects, such as NPC, treasures, ... based on their object type.

use the same color texture, but make the image a "rounded" corner texture. The problem with this is that when you have connected blocks, it will look a little odd since continuous sections would have "bumps" in them.
a combination of the 2nd and 3rd. That is, keep the same color for the texture, but in stead allow ground-objects to have "rounded corners" and regular collision map locations be "squares"

TBH, I'd try the third option mixing square and rounded shapes, it would bring more variety and look less pixelish.
This is IMHO the best shot out of the three options.

There is also something important that will help improving it all: The choice of colors that we both are visibly struggling with. (Writing it also helps my own thinking about it ;])

There are a lot of ways to do minimaps and I must say I'm still undecided, as long as I haven't made my own tries and find something that is fitting IMO.
But let's take a look at those few examples and compare them to the current ways you could improve it:
http://www.ironthrone.no/QuestLaw/minimap_example01a.jpg
http://diablo3.judgehype.com/screenshots/presentation/interface/minimap.jpg

While I'm not requesting you to achieve the appeal of Diablo 3's minimaps at all, I just wanted to point out that the minimap is made of only three main colors, on both examples (I personally prefer the Diablo 3 example)

There a dark blue texture used as background, a brownish grey used for the path, and a dirty white used to highlight the path border.

The same spirit is used in the other example.

Thus, I wondered whether we could lessen the contrast between walls and not walls, and add an outline to the rectangle / round shapes. (Just in case, even if I don't doubt you know ways to do it, the outline can be achieved, for instance, by drawing a rectangle with one pixel less on each border)

Here are examples:
(I only adapted a few rectangles each time)
Same color style than DIII:
minimap-1
Same thing but using green based colors to try and fit more the background:
minimap-2

What do you think about using outlines, better colors, less contrast, and rounded shapes for wall objects in the end?

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Bertram25 commented Feb 22, 2013

ah, also, if it can help or it gives you ideas, here is a minimap background sample:
http://opengameart.org/content/gui-elements

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IkarusDowned commented Feb 24, 2013

aaaah, i see. I think that we may have had a bit of misunderstanding because of the colors! I choose black and white only because its easiest to set for testing 0,0,0 or 1,1,1 hahaha. Now i understand what you mean more by "pixely."

Yes, I agree. Black and white should not be the colors we use. Let me try something and see what you think. If we use the background you provided, and maybe have a slight brownish / earth-like color to the collision locations it might look more as what you imagine...

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IkarusDowned commented Feb 24, 2013

so i tried adding the border, but unfortunatly it pixelates too much form the scaling. We may need to decompose the border...unless you have a better way to do it that I am not sure of?

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Bertram25 commented Feb 24, 2013

For the scaling problem, the thing is that the image should be rendered 1:1 to avoid that problem, I suppose? It should then have to be created on the size fitting for rendering it that way, right?

To avoid doing all that now, what happens if you use say 2 border pixels instead of one?

Also, if it happens to look messy for now when trying to add all those details, you can then forget about it and focus on the color, and texture choice. We can always come back at it when the feature is merged. :) (I mean your work is largely good enough for a merge).

Here is what I hope will be a better texture for the wall, and can easily be recolored for your needs or even be made more white if needed (Simply use for instance the light/saturation option in gimp's colors menu):
wall_minimap_background

Have a nice day! :)

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IkarusDowned commented Feb 24, 2013

For the scaling problem, the thing is that the image should be rendered 1:1 to avoid that problem, I suppose? It should then have to be created on the size fitting for rendering it that way, right?

I'm not quite sure what you mean by this? do you mean, change the coordinate space so that it is the size of the image? I guess I could try that

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Bertram25 commented Feb 24, 2013

That's what I meant yeah with I agree you stated it better than me. XD

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IkarusDowned commented Feb 24, 2013

one other thing i should note:
its kinda hard to draw the map-collision based blocks as one large "area" for the texture, because there is no connectivity information on the grid. that is, I need to look at each grid location for a collision, but that doesn't tell me about the relationship between it and the grid location next to it. Only objects have "size" information, so what happens is if you try to use an image for the map-collision locations, they end up looking really small and "dirty."
here's an example (ignore the color, i'm working out functionality at the moment):
pixelated
the green box is a object, so it gets a certain amount of the white-texture you gave me.
The red area is map-collision areas. these are basically a collection is single square places.

I'm trying to think of a good solution around this at the moment.

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Bertram25 commented Feb 24, 2013

It is true that if you draw the texture instead of white, it would look weird. the border apart, I thought you were using the minimap base image as a bitmask in fact. Meaning black, don't draw, white, draw texture. Or maybe it's a step not done yet, then?

In any case, feel free to tell when you think it seems unmanageable for you or something. I wouldn't want to request something crazy from you even when not doing it on purpose, ok? :)

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Bertram25 commented Feb 24, 2013

Ah, and don't forget that for em, if we can have a basic yet working minimap system, while being able to replace the automade maps by custom image, it's already won. :)

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Bertram25 commented Feb 24, 2013

while on it: Could you change in map_minimap.cpp :
#include "SDL_Image.h"
to
#include <SDL_image.h> (i is lower cased)

Regards, :)

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IkarusDowned commented Feb 25, 2013

It is true that if you draw the texture instead of white, it would look weird. the border apart, I thought you were using the minimap base image as a bitmask in fact. Meaning black, don't draw, white, draw texture. Or maybe it's a step not done yet, then?

no, at the moment we don't use a bit-mask because bit-mask filtering isn't quite supported by SDL. I could add it using OGL calls, but you've given me a great idea that I want to try first before I have to do bit-mask checking :) I think I can do the inverse of the current procedure and get the results we want...

yeah, i'll change the header include as well.

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Bertram25 commented Feb 26, 2013

but you've given me a great idea that I want to try first before I have to do bit-mask checking :)

Woohoo, don't tell me that, I just can't wait to see it now :D

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IkarusDowned commented Feb 27, 2013

alright, thanks to Bertram's genius, here's some update screenies

enterance
As you can see, the noise map is "noisy," but it doesn't look over crowded or over-rendered. To make it even more clear:

village
notice how the white noise map is nicely tiled (compared to my previous screen shot i posted).

So! i suggest the next step is to decide on a color and a possible border? I can also up the backgorund alpha if you want.
After that is scripting it up for you, and maybe a couple extra "features" i have in mind.

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IkarusDowned commented Feb 28, 2013

also something to think about, i added a 3 px border around the edge that is the background..in some ways, that is kinda a nice "minimalistic" border.

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Bertram25 commented Feb 28, 2013

thanks to Bertram's genius, here's some update screenies

Oh well, the genius is all in you, mate. ;) While I'm happy we can openly and creatively talk through this issue. :)

also something to think about, i added a 3 px border around the edge that is the background..in some ways, that is kinda a nice "minimalistic" border.

Love it, just don't add more, it's perfect!

So! i suggest the next step is to decide on a color and a possible border? I can also up the backgorund alpha if you want.

The color is left. I'd simply decrease a bit the overall alpha of it, but I'll tweak that after the merge. and I'd color the walls using a greenish blue in one of the former screeny I posted here, but I can also do that after the merge.

After that is scripting it up for you, and maybe a couple extra "features" i have in mind.

Do you want me to define the need in term of scripting or something? extra-features? yummy :)

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Bertram25 commented Feb 28, 2013

Just in case, my need is to be able to activate/deactivate the minimap display (at load time or later) with a default to disabled. We may even want to display it only when a map is found, why not ;)

I'd also need it to be hidden when in map scene state, fading out, and fading in back is it was previously shown afterwards.

I'll add the same thing for the running stamina bar shortly, so you might want to reuse that. :)

The feature is greatly looking already, I'm eager to see this working :D

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Bertram25 commented Feb 28, 2013

For future needs, such as the minimap shown in the menu mode, custom minimap images and all, we might want to open other issues after merging the code, to not neverendlngly spam this one.

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IkarusDowned commented Mar 1, 2013

The color is left. I'd simply decrease a bit the overall alpha of it, but I'll tweak that after the merge. and I'd color the walls using a greenish blue in one of the former screeny I posted here, but I can also do that after the merge.

I'll do some of that up-front and you can tweak it as you would like. the other option is to pull this from the config file. in some ways, i like that idea more so i might just implement it...

understood on the scriptability features. I'll prioritize that for the first pull, and then we can work on "features" as say, a seprate ticket.

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Bertram25 commented Mar 2, 2013

I'll do some of that up-front and you can tweak it as you would like. the other option is to pull this from the config file. in some ways, i like that idea more so i might just implement it...

If I get it right, you'd like to make the colors configurable from config? Why not, for just a color, might not be worth it. I do trust you on the choice of it all since it's your baby after all. ;)

understood on the scriptability features. I'll prioritize that for the first pull, and then we can work on "features" as say, a seprate ticket.

k :)

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IkarusDowned commented Mar 5, 2013

ok, last piece of spam....i swear!
so here's the "feature" that i really want to get done before I make the final preparations for a pull (scripting, etc).
its still a bit of a WIP...the color blending the actual "fog" image still needs a bit of tweaking, but its almost there...
fog

thats right! we now have bounded "fog" for the collision map...thus making the "dungeons" that much more "dungeon-y."

once i some of the bugs worked out from the blending, i'll commit the actual code changes and then start work on the pull-version of the code.

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Bertram25 commented Mar 6, 2013

Eh eh (I just saw your new message now.)

Don't hesitate to spam your own issue :)

thats right! we now have bounded "fog" for the collision map...thus making the "dungeons" that much more "dungeon-y."

Nice feature! This will make it very cool indeed! I wonder whether you'll want to make it wider though, since IMHO, the minimap is, out of the picture provided, not showing more than what the player can already see.
Note that the fog should be optionally disabled from scripting, permitting us to activate it for actual dungeons.

once i some of the bugs worked out from the blending, i'll commit the actual code changes and then start work on the pull-version of the code.

Great, eager to see all that.

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Bertram25 commented Mar 10, 2013

Hi!
Merged with:
67d29a5

Let's close this issue and open a new one when about specific additions.

@Bertram25 Bertram25 closed this Mar 10, 2013

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Bertram25 commented Mar 10, 2013

Congrats to Ikarus for adding it!

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