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May '07
3
Re: Rivalry & Battle Engine! Shwam // 04:21
DEMO!!! :D

Unknown
May '07
3
Re: Rivalry & Battle Engine! Pondwater // 04:39
I'm starting to understand and appreciate the style of shading you gave your trees now, as I can see how they work when in the room. :)

ChevyRay
May '07
3
Re: Rivalry & Battle Engine! ChevyRay // 04:48
so, how is this advantageous to a) the player, and b) from a dev/runtime standpoint?  or is it not some advantage and rather just a coolness of coding thing?  or am i just completely misreading the gist of the post?

(i'm not saying it isn't slick - i just read it as being some sort of benefit to either the player or to you in development somehow)

The whole "room spinning" thing is meant to be just a neat effect to initiate battles... I dunno... just like any 'room transition' effects. If I just made it 'click' into battles without even a fade or anything, it'd just be... I dunno, boring?

:S

Anyhow, from a dev-standpoint its also nice... since you return to the room exactly how you left it, and I didn't have to use any variables or room-persistence or anything like that.

Joewoof
May '07
3
Re: Rivalry & Battle Engine! Joewoof // 05:53
This thing's looking great!

Though... what happened to Fetch?

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