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  #1  
Old 01-02-2009, 03:07 AM
DustyPorViva DustyPorViva is offline
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Should up the jump in transparency to something like...

1-((x/y)*.75)

x being the the respective distance number, and y being the max distance possible.
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Old 01-03-2009, 06:18 AM
Chompy Chompy is offline
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Quote:
Originally Posted by DustyPorViva View Post
Should up the jump in transparency to something like...

1-((x/y)*.75)

x being the the respective distance number, and y being the max distance possible.
1-((x/y)*0.75)
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1-((x/y)*0.6)
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1-((x/y)*0.5)
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ID:	46977
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  #3  
Old 01-27-2009, 12:55 AM
konidias konidias is offline
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Just a little opinion here. Looks good but I think it might look better without numbers in every square. Why not just show the squares and have one number represented somewhere that shows how many steps it will take?
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Old 01-27-2009, 01:00 AM
Chompy Chompy is offline
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Quote:
Originally Posted by konidias View Post
Just a little opinion here. Looks good but I think it might look better without numbers in every square. Why not just show the squares and have one number represented somewhere that shows how many steps it will take?
Could probably be done. Crystia is kinda on a hold of now, so I do stuff in my sparetime on there (Mainly working on the tactics engine).

I'll see if I can do something about that though (and the numbers are mostly for debugging). How the path finder works, is that it will it use that number you choose as how many steps it will max take. If you choose a square with number 8, it will find a path with max 8 steps. The path finder is quite flexible, because at the moment it only moves in 4 directions, but it could easily be done to make it work in 8 directions (Thus creating even shorter and faster paths..).
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