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	<title type="html"><![CDATA[Faldon Forums - Fonts and ground tiles]]></title>
	<link rel="self" href="https://www.faldon.org/feed/atom/topic/7406/"/>
	<updated>2024-02-20T03:07:02Z</updated>
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	<id>https://www.faldon.org/topic/7406/</id>
		<entry>
			<title type="html"><![CDATA[Re: Fonts and ground tiles]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/72658/#p72658"/>
			<content type="html"><![CDATA[<p>I was going to post about the item pick up thing, but its a fairly minor thing. James, its really starting to come together. Its impressive what has been accomplished over these last months. I genuinely hope you stick with this and finish the client out. Thanks,</p><p>-Cat</p>]]></content>
			<author>
				<name><![CDATA[Catbert]]></name>
				<uri>https://www.faldon.org/user/5/</uri>
			</author>
			<updated>2024-02-20T03:07:02Z</updated>
			<id>https://www.faldon.org/post/72658/#p72658</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Fonts and ground tiles]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/72656/#p72656"/>
			<content type="html"><![CDATA[<p>Sooo much better.&nbsp; Really starting to feel good to mouse move.&nbsp; Have been talking to others and it would feel better to be able to hold the left mouse and always attack when you are in range and facing a monster (like Diablo).&nbsp; The same applies for ctrl.&nbsp; You used to be able to just hold it and fight monsters.</p><p>Item pickup feels a bit tedious, still for small items.&nbsp; Even lowest resolution full screen, the feathers and scales feel tricky to click.</p><p>Like the item spread, but it’s bugging.&nbsp; Flowers on the ground move around when the player walks and items move and restock when the player moves in and out of range or monsters walk around.&nbsp; Could you just have each item randomly drop in any of the 9 tiles adjacent to where the monster dies?</p>]]></content>
			<author>
				<name><![CDATA[pennywise]]></name>
				<uri>https://www.faldon.org/user/78/</uri>
			</author>
			<updated>2024-02-17T15:01:06Z</updated>
			<id>https://www.faldon.org/post/72656/#p72656</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Fonts and ground tiles]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/72652/#p72652"/>
			<content type="html"><![CDATA[<p>As to #2, except for stairs it already only responds to floor tiles. But, it does it for floors of other Z levels. See what you think of today&#039;s update -- it falls back to the current Z level if it can&#039;t find a route to the tile on the other Z level.</p>]]></content>
			<author>
				<name><![CDATA[James]]></name>
				<uri>https://www.faldon.org/user/2/</uri>
			</author>
			<updated>2024-02-16T12:30:03Z</updated>
			<id>https://www.faldon.org/post/72652/#p72652</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Fonts and ground tiles]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/72626/#p72626"/>
			<content type="html"><![CDATA[<p>Two unrelated suggestions.</p><p>1.&nbsp; The font when mousing over players is a little cramped and hard on the eyes at times.&nbsp; Is there any way it can be made bold?</p><p>2.&nbsp; It’s still trouble to mouse move through tight corridors.&nbsp; Is there a way to make it so wall clicks aren’t registered and only the floor tiles?&nbsp; Can’t think of many scenarios where you need to left click any non npcs above floor Z level</p>]]></content>
			<author>
				<name><![CDATA[pennywise]]></name>
				<uri>https://www.faldon.org/user/78/</uri>
			</author>
			<updated>2024-02-06T16:45:10Z</updated>
			<id>https://www.faldon.org/post/72626/#p72626</id>
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