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JTippetts

Member Since 04 Jul 2003
Offline Last Active Today, 05:32 PM
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Journal Entries

/* Why you crying? */ > Path preview

Posted 11 May 2012

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Today was a busier day at work, so I didn't get to do a whole lot. But I did excise the old chain-of-green-arrows path preview code in lieu of a preview mode that shows hexes you can walk to given your current number of movement points, as seen above. It's a quick hack, though, that doesn't cache the set...


/* Why you crying? */ > Quick-bar, Inventory Access From combat, etc...

Posted 09 May 2012

Obligatory nightly screenshot:
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Today I implemented inventory views in the combat control panel interface. An inventory view acts as an observer, tracking an inventory full of items and presenting a grid layout of icon buttons. In the above shot, you can see the 3 button (currently) main menu with the Walk, Items and...


/* Why you crying? */ > Ashlands, Combat UI Tweaks

Posted 08 May 2012

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Pictured above: Travel mode using the ashlands graphic set. I am not in love with the mountains; I think tonight or tomorrow I'll tweak the noise modules that generate them a bit to add more "life" and texture to them. The trees turned out pretty okay.

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I...


/* Why you crying? */ > Melee, Spell-casting, Item Use

Posted 08 May 2012

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Did some more work on codifying the actions and skills system. I took out the old melee code, and implemented a more general structure for executing an action. All actions are now described by a table of data, and a combatant can be commanded to execute an action. For example, a melee attack currently looks...


/* Why you crying? */ > Re-rendered the trees

Posted 05 May 2012

I re-rendered the trees using the official Goblinson Crusoe rendering stage as well as with a few different varieties of leaf texture to add a bit more variety. Here is a sampling of the small set for the travel mode maps:
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and the larger versions for combat mode:

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I've got...


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