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Zep
21
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Joined: 31st Aug 2002
Location: From PA, USA. Currently reside in Hanoi, Vietnam
Posted: 20th Feb 2018 12:34 Edited at: 20th Feb 2018 12:41
So my step based engine thing...Think blobber-like or rogue-like

I want to have some kind of visibility thing, maybe 5 to 10 units out from the player.

I haven't tried anything yet, but my first idea was to place another block on top of all the "floor" tiles and have a cylinder object that follow/surrounds the player object , and deletes the added floor objects as collisions occur. I can already see some problems with this idea....so....

Any better technique than what I have thought of?
Zep
21
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Joined: 31st Aug 2002
Location: From PA, USA. Currently reside in Hanoi, Vietnam
Posted: 20th Feb 2018 12:39
Of course, after you visited an area, that area is always visible to the player, but I don't think the built in "Fog" command will work that way.
Ortu
DBPro Master
16
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 20th Feb 2018 15:39 Edited at: 20th Feb 2018 15:41
It won't no.

You might try something like layered vertical plains, with decreasing alpha transparency (most transparent up front to most opaque at back) and a dark foggy/cloudy texture. Position these at your tile edges to line the unexplored area. You could even animate these with scroll object texture
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Zep
21
Years of Service
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Joined: 31st Aug 2002
Location: From PA, USA. Currently reside in Hanoi, Vietnam
Posted: 20th Feb 2018 21:43
Quote: "You might try something like layered vertical plains, with decreasing alpha transparency (most transparent up front to most opaque at back) and a dark foggy/cloudy texture. Position these at your tile edges to line the unexplored area. You could even animate these with scroll object texture
"


Yes. Sounds like my block idea. I'll give it a go in the near future. Thanks.
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 21st Feb 2018 13:38
That's how I started to do it in my RTS. It's not the nicest effect of FOW, but I've never come across a really good method for this in DBP.
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