Thanks for explaining - I'll see what I can do about finer zooming when I'll have the time to work on connected again!
Rat King
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Good ideas - I will think about them. Adding more ways to resize nodes might be a bit too complicated though. And right now I'm not really sure how to interpret point 1.
Point 4 is already possible to do yourself if you have connected pro - you can add new node types (see documentation). Create a new entry in DefsStandard.json and a new C# file in the Config folder. If necessary you can also add another C# file in the Execution folder. The config C# file could look like this, for example:
using RatKing.Connected.Config;
[NodeConfigType("lbl")]
public class NodeConfig_Label : NodeConfig {
public override void Build(IBuildableNode node, CreationMode creationMode) {
node.SetNodeTitle("Label");
node.SetNodeWidth(220, 800); // it's resizable!
node.SetNodeHeight(90, 600);
node.TypeString("value", "Value);
}
}What do you mean by "no box"?
I had a problem with a non-tiling texture (the green pixels at the top):
I thought setting the texture to non-repeating would fix it, but Codex generates UVs from -1 to 0 (instead of 0 to 1). So I added a 1.0 in front of every minus in the lines 60 to 90 in lb_global.gd, and that helped, but I didn't test it thoroughly.
Thanks for the feedback! We totally understand the sentiment. The card game was added to have gameplay that can be used to solve conflicts inside the dungeon, so I guess it is better suited for the ones where characters started the battles. (In both cases losing the card game is a valid option.)
To be honest the battles inside the secret passages being random encounters isn't that far off - in the end, Mops & Mobs is in part a parody of the Fantasy RPG genre. Of course we don't want to have jokes overstaying their welcome, so I don't think we will have situations like this that much anyway. (And right now, everything is still WIP, so things might change.)
We're looking into adding/improving ways when it comes to traversing the areas. We might add more stuff, but we really don't want to have too many mechanics.
And yeah, more secrets to come. I'm not super happy with non-colliding walls in any case, so I definitely want to add hidden switches and levers.










































































