Looks great . It would be nicer when the enemies behind walls would be invisible but i think that's pretty hard to make :/
actualy its quite easy
Originally Posted by Slendergo
actualy its quite easy
Bumped from the pit of the internet.
Originally Posted by lpmcgee12
Bumped from the pit of the internet.
Well you just bumbed into a thread wich is about almost a year old xD
Originally Posted by thenired
Well you just bumbed into a thread wich is about almost a year old xD
slender bumped it... and he quoted slender telling him he bumped it.. and your quoting him telling him he bumped it although slender bumped it first meaning any posts after the first bump isnt really a bump lol
Lets just stop?
Originally Posted by lpmcgee12
Lets just stop?
no.
Anyways, as a redirect to on-topic, while BlockSight is probably the better method to take now, I think the base code of the Cave System could lead to some very interesting dungeon mechanics. (hidden zones opening up after certain completion landmarks?)
Originally Posted by Roxy Lalonde
no.
Anyways, as a redirect to on-topic, while BlockSight is probably the better method to take now, I think the base code of the Cave System could lead to some very interesting dungeon mechanics. (hidden zones opening up after certain completion landmarks?)
That is if we don't see enemies just travelling through walls
Originally Posted by Hunter's Sheep
That is if we don't see enemies just travelling through walls
That's pretty easy to work around, other than by just using BlockSight altogether, it can also be achieved through only spawning the enemies when you need to and manipulating those events on a world scale.
Originally Posted by Roxy Lalonde
no.
Anyways, as a redirect to on-topic, while BlockSight is probably the better method to take now, I think the base code of the Cave System could lead to some very interesting dungeon mechanics. (hidden zones opening up after certain completion landmarks?)
well this cave system is old, but blocksight is new sorta