Re: IB (pc only, testbed) Development updates
Posted: Wed May 27, 2020 6:16 am
I have (tried to, must verify on large screen) fixed particle/sprite speeds, mostly relevant for weather effects, so that speed is adjusted to the size of a single square on the player's monitor.
Furthermore, I figured out a way to display light/blend out overgrowth very smoothly. This uses a delayed transparency/fade approach. This way, eg a sight blocked square that wasnt sight blocked last turn does not turn instantly black, but smoothly fades into darkness. Same for the edges of the lit area around the party.
Finally I normalized the speed of blending out fog of war, so that it takes the same time, regardless of frame rate.
Furthermore, I figured out a way to display light/blend out overgrowth very smoothly. This uses a delayed transparency/fade approach. This way, eg a sight blocked square that wasnt sight blocked last turn does not turn instantly black, but smoothly fades into darkness. Same for the edges of the lit area around the party.
Finally I normalized the speed of blending out fog of war, so that it takes the same time, regardless of frame rate.