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Re: Collision cells, Hit or miss?

PostPosted: Wed Jan 29, 2014 5:00 pm
by Ashley
@Fimbul - hmm, maybe - I'll see how easy it is to implement.

Re: Collision cells, Hit or miss?

PostPosted: Wed Jan 29, 2014 8:52 pm
by STARTECHSTUDIOS
@Ashley

Wow, thank you!
Can't wait to see the newest build!! :) STARTECHSTUDIOS2014-01-29 22:20:06

Re: Collision cells, Hit or miss?

PostPosted: Wed Jan 29, 2014 10:48 pm
by Pixel perfick
Thanks for looking into this, although My game does not use either turret or line of sight, I am hopeful an on off toggle can be added...

Re: Collision cells, Hit or miss?

PostPosted: Thu Jan 30, 2014 2:34 am
by STARTECHSTUDIOS
Yes, that would certainly be the most efficient. Otherwise we would have to tweak too many nobs for every little situation...which would probably become burdensome for users after a while.

Plus, I have a feeling that line-of-sight and turret behaviors are not the only things being affected-- they're just the ones we've found so far... STARTECHSTUDIOS2014-01-30 04:43:00

Re: Collision cells, Hit or miss?

PostPosted: Thu Jan 30, 2014 6:57 pm
by STARTECHSTUDIOS
I'm actually really keen on nailing down the Mobile Performance right now, that's my biggest bottleneck as it stands...

Re: Collision cells, Hit or miss?

PostPosted: Mon Feb 03, 2014 11:36 pm
by STARTECHSTUDIOS
@Pixel Perfick

What is your performance now with the newest build??

R-160 - Did that fix it???

Re: Collision cells, Hit or miss?

PostPosted: Thu Feb 06, 2014 7:12 am
by Pixel perfick
@STARTECHSTUDIOS Due to the R160 bug that's emerged I have not yet installed, I was going to ask you the same question, did it fix your problem?

Will let you know when the next beta arrives...