Sunday, December 23, 2012

Made mouse border less restrictive - instead of physically keeping the mouse to the game borders, simply keeps the in-game mouse to the borders

Added a sleep if thread updates faster than 100 ms in game

Big internal clean-up - maps and positions are now based on 1 as the unit, instead of 8, which was an artifact of the tile size

added mouse cursor to world map and position so you can tell where you are

in the middle of a big innermap overhaul; previously each world map square represented one inner map, but this doesn't really make sense because you can't get any correlating information between the world map and the inner map intuitively; now each inner map covers a 5x5 space on the world map. Working on accurate generation of the inner maps and stitching them together accordingly.

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