there's nothing written in stone about this. I tried to write code for some fading, discrete shield animation when damage is armor-only, but it did not look good at all. making animations is harder than I thought :p
I don't know fortnite, there's a lot of artistic freedom to be had in here
16:10
Changing the color of the star is not really it though and it bothers me a bit that it's now become a "oh there's this data in the code now so we must use it"
also "at once" depends on how at once, one tick damages always group together as a single fan shape, that's to make sure shutgun damage looks good.
16:23
if it is not within one tick then it goes to the pattern
1
16:24
the "fading out" animation does make counting the pattern harder, i think i should stick with the original animation. since it was made to distinguish armor damage anyway.
closes #2634
The occupation info/counter is right above the related code, so let's just use that.
Tested on a map with only two spawn points. Unless I'm lucky enough to not collide for 50 rounds, it is working.
So I didn't do anything with armor damage for now. Just the spread pattern and enabled the angle
18:45
@TsFreddie about masking the markings have you thought of just modifying the alpha channel of the marking?
@Learath2 do I generate multiple marking sprites for each body? I don't know GL enough to have a idea on the performance / vram usage.(edited)
18:47
Like is it possible to change the texture's alpha before rendering and have multiple copies for the same markings with different alpha channels? Wouldn't that need to be a different texture for each alpha shape so you can render multiple tees with the same marking with different mask?