what may be even nicer for this case is if the "bouncing" effect lasted for a couple seconds fewer than the "no fall damage effect", so you will land and stick before the fall can hurt you (most of the time, I guess you could still jump down a large distance before it wears off), but in general I agree that an indicator that your effect is about to wear off is good.
I'm sure this is very very off topic, but things seem to be coming along so nicely, that i was wondering what will you be getting us for christmas? Perhaps a one year anniversary stable update? I'm just putting it out there, that is what i want for christmas.
Yes in a lot of ways. This would be great for boss fights. But it would be much more comedic if you can bounce on bosses to, like Mario D.
Looks cool! Can't wait to start cookin'. Will you still have racially different plants, or is that too complicated? Like, will Hylotls only be able to cook Hylotl food?[DOUBLEPOST=1417563377][/DOUBLEPOST] Yes I'm sick of throwing food very rapidly at my mouth. You should implement a dinner table or something that you can set food dishes on and eat at them and it takes a certain amount of time to eat. This wouldn't be the only way you could eat food, but it would be optional. Not for Florans. Civilized people only.
You just HAD to remind me of that, didn't you? high adventure that's beyond compare... ... goddamnit. Edit: 45 minutes of unending loop in my head and counting. I hate you.
That'S Great. Flashlight Helmet, Instruments to search for ore, Beacon for teleportation or normal banking system, you can not make for a whole year, but spend time on absolute nonsense.
Ahhh, that looks like fun. But what I'm really commenting on is something I noticed about the background of the video. Ahhh, in the parallax, is that the word? The way the nearest background layer seems to rise up with each bounce into the air. At first I couldn't figure out why everything in the video looked so strange, but I figured out that was it. The first layer of the background goes up way more than the ones in the back - which seems to make sense - distant objects seem to move less in perspective. Except the way it looks now seems to have the effect of Squashing the background - compressing the area you can view between the first layer and the background layer, and giving you a broader view of just the first layer. Except this means you see way less "ground" or illusory ground behind you when you jump up, the near area appears to grow more distant, or closer to the far areas. It is a very strange look. I'm having a little difficulty articulating exactly why it looks so off. It makes the background look like it's a churning ocean or something - and it reveals a bunch of the empty space that is below the top part of the layer (where the trees and details are).
... Or maybe they're just not posting about how they're fixing those things because those aren't interesting. Everyone loves Bounc-a-Cola! ... Not everyone loves *monotone drawl* "Today, I wrote five hundred and fifty six lines of code... *snore* It will help... *snore* the banking system in the future. *snore* Today I... revamped status... effects... *snore*" Not only that, but one particular thing - flashlight helmets - would be easy to implement with the (recently added!) engine updates for statuses and stuff. Proof: The disco helmet thing which I want to combine with bounciness and nitroglycerin. In fact, the bouncy thing is itself a side effect of the aforementioned updates! So cheer up. This just gives us something interesting to talk about. EDIT: Yeah, the whole parallax thing was added a while ago. Idk what they'll do about the whole churny stomachy earth thing.
120 food items??? YEEEEEEAH! I WILL BE THE GREATEST ANIMAL HERDER SUBPATH GUY THE WORLD HAS EVER SEEEEEEEEEEEEEEEEEEEEEEEEEEN! (you're adding that right? RIGHT???)
This just gives us something interesting to talk about. Or is it just an illusion of the work. Very inconvenient to dig like a mole. Or idiotic compression of pixels in a cube instead of a realistic vault at the outpost.
All I'm hearing is you complaining that they aren't talking about what you want. You have to be awfully naive if you think this is all they did. >_>
Yes. It does. Something to talk about while the rest of the team is busy solving all of Starbound's deep rooted problems, so the rest of the community doesn't chew their heads off. Seriously. At the very least, interpret what I say the way I mean it, not in a way that supports your argument. :/ EDIT: Plus, Omni does the periodic techy post which nobody understands (well, maybe I'm the only confused one, but... you know... ) that DOES show you all the stuff that's being solved. If it isn't EXACTLY the stuff you want, there's nothing you can do; they have their own priorities - not "the only things we're going to do" priorities, but "this is what is more important right now" priorities. They'll get around to it. EDITEDIT: "Dig like a mole?" I am actually curious as to what you mean; games like Terraria and Minecraft have similar digging strategies. You want to get through a wall, you dig; you want ores, you go spelunkaving. Cave generation just got improved, too, which is awesome. ^^
so, 120 foods, each with fun status effects... Anyone thinking of making a restaurant of some sort that makes use of all these fun foods?
This bouncy effect will be unendingly useful for mining. No fall damage? I can't begin to tell you how many times I've carelessly mined through the ceiling of a tall cave.