The visibility checking may also be used to check if the player is looking at any point on the map. For example, can make CPU intensive effects only visible when the player is looking at it and not behind.
Interruptions now effect the cast bar
Tiny notification class added to replace the debug message used previously to make any errors clearly visible. Font size, colour, position, family will change to be a little more attractive in future demos.
Looking great. I am more impressed though that you actually are using fog correctly! So many people who are making FPS stuff do not understand how to use it to limit draw distance. Good Job!
Edit:
For example in the second video, have you thought about drawing the range of different abilities using range actors(Like a sensor tower)?
Custom Made Cast Bar
Here is a demonstration of a custom made cast bar using dialog controls.
It is entirely dynamic, nothing is hard-coded. So the bar will fill up slower for spells with longer cast times.
I hope to release the cast bar and related actions in a library once it's completed. A tutorial may also be written.
v0.2
v0.1
@Huesy: Go
nice not bad at all man.
Updated v0.2
See original post for video :)
@Huesy: Go
Looking great. I am more impressed though that you actually are using fog correctly! So many people who are making FPS stuff do not understand how to use it to limit draw distance. Good Job!
Edit: For example in the second video, have you thought about drawing the range of different abilities using range actors(Like a sensor tower)?
So how did you do it?