General > Off-Topic
UE4 Project
MrPresident:
RE: Path Lights - That's interesting. I'll have to see if I can reproduce this. They are on a timer and should come on after a certain time and turn off before a certain time. If you load a game in the middle of the 'on' time they should start 'on' and 'off' if you load in the day. Maybe you caught it right as they were turning off? No clue.
RE: Darkness Levels - There are two things that dynamically control the moon light level at night. Moon cycle is simulated. Some nights will have waxing and waning moons, or full moons or new moons. This (of course) will affect the light level. As well as moon cycles, I believe the cloud density is simulated as well. A random overcast percentage each day. This also affects the light levels. Therefore it is entirely possible to have bright or very dark nights.
Re: Starter Sword - You are not allowed to sell the starter sword yet, as this would break some gameplay things, but perhaps I'll change this once there are other ways to acquire weapons.
Re: No buyback - There is no buyback implemented yet. This is on my list of things. If the shop keeper already has stock of an item you are selling him, he will add to it, but otherwise, there is no way to rebuy items yet.
Re: Enemy counter - Enemies don't despawn until the particles go away, and them despawning is what causes the counter to go down. This counter won't even be in later version of the game, so it's not really something I care to change.
Re: Menu navigation - For now, some menu choices are only accessible via mouse. I hope to have time in the future to make it more keyboard/controller friendly, but that's a beta not alpha thing.
Re: Candle Flickering - I'll check in on this. I thought I removed flickering lights from all sources already.. maybe I missed candles? Either way, no lights should be flickering anymore. It was causing too much of a frame drop for people on mid-tier machines.
MrPresident:
Re: Re: Flickering candles - I see what you mean now. It's not the light so much as the flame sprite. Lowering effects makes particle spawners spawn fewer particles which is what causes this. I should try and get it to look better though.
JamminR:
I imagine if effects level < 2, replace dynamic with static single 'always on' sprite?
I've no clue if that would actually make it harder on system though. I figure if it's the same sprite everywhere, it wouldn't make it any strain than now, and it wouldn't flash on/off.
JamminR:
I've not noticed any updates in a while... real life getting in the way?
(even if so, hope the real's is good stuffs and not bad)
MrPresident:
Yes, and no.
I've been working a lot more lately (Substitute Teaching) which is why I haven't been making as regular of updates, but the main reason is that the things I'm doing aren't really ready to be shown off yet.
Here are some examples:
Working on some new building tiles for overwork houses (learning blender along the way)
Working on more advanced AI for NPCs.
http://g4p.org/uploads/knTh2pv1ot.webm
Been working on getting some animals added:
Toying around with bows and bow animations:
http://g4p.org/uploads/6ye0wU4mCF.webm
NPC Dialogue:
Farming.. which is nearly complete (or at least the shell of it is)
Lots of other small things that I can't remember.
Maybe this weekend I'll push an update that you guys can look at, it's just there really isn't any more content yet.. just working on some systems.
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