Wonderful! As always, thanks for the quick, thoughtful response. I own like 175 unity assets and you consistently provide the best support of any dev I've ever contacted.
Take care,
Joe
Search found 17 matches
- Tue Feb 22, 2022 3:56 pm
- Forum: Love/Hate
- Topic: Thoughts on using Love/Hate for a roguelike?
- Replies: 7
- Views: 5656
- Tue Feb 22, 2022 2:59 pm
- Forum: Love/Hate
- Topic: Thoughts on using Love/Hate for a roguelike?
- Replies: 7
- Views: 5656
Re: Thoughts on using Love/Hate for a roguelike?
Hey Tony, Finally getting back to this project after a long delay. When you have a moment, I just want to confirm a couple of things about L/H and turn-based play: 1) It looks like the GameTime.mode I'd want to use for turn-based play is now called "Manual" not "Custom." So... Ga...
- Wed May 05, 2021 8:33 pm
- Forum: Love/Hate
- Topic: Thoughts on using Love/Hate for a roguelike?
- Replies: 7
- Views: 5656
Re: Thoughts on using Love/Hate for a roguelike?
Excellent, thanks so much. I will give that a go.
- Wed May 05, 2021 5:19 pm
- Forum: Love/Hate
- Topic: Thoughts on using Love/Hate for a roguelike?
- Replies: 7
- Views: 5656
Thoughts on using Love/Hate for a roguelike?
Hi Tony and everyone, I'm developing a space roguelike prototype at the moment, which means a few things: 1) It's turn based. 2) Most of the NPCs are not in a scene at any given moment, so they don't really need to be stored as game objects, only as data. 3) Even though they're not in scene, they st...
- Tue Oct 15, 2019 7:03 pm
- Forum: Love/Hate
- Topic: Accessing custom relationship trait array at runtime
- Replies: 3
- Views: 1992
Re: Accessing custom relationship trait array at runtime
Wonderful, thank you!
It seems silly in retrospect, but I saw that and thought it would only give me the trait descriptions. Oh well, I should've known you had it covered; your code is always so meticulous.
It seems silly in retrospect, but I saw that and thought it would only give me the trait descriptions. Oh well, I should've known you had it covered; your code is always so meticulous.
- Tue Oct 15, 2019 2:10 pm
- Forum: Love/Hate
- Topic: Accessing custom relationship trait array at runtime
- Replies: 3
- Views: 1992
Accessing custom relationship trait array at runtime
Hi Tony, I can't seem to find anything in the API for accessing the relationship trait array at runtime. I have custom relationship traits beyond affinity. The closest thing I can find is: PixelCrushers.LoveHate.Relationship.traits However, I can't see a clear way to access this from the FactionMana...
- Sat Oct 12, 2019 1:42 pm
- Forum: Love/Hate
- Topic: Modeling relationship reactions to deeds
- Replies: 5
- Views: 2179
Re: Modeling relationship reactions to deeds
Excellent, thank you!
- Sat Oct 12, 2019 12:38 pm
- Forum: Love/Hate
- Topic: Modeling relationship reactions to deeds
- Replies: 5
- Views: 2179
Re: Modeling relationship reactions to deeds
Great, thanks so much, Tony! I will give this a try. One more quick follow-up on the power differential curve: are power numbers set somewhere in Love/Hate, or are those also something I would set in my own code (and track separately) and then feed in when evaluating a deed? Forgive me for all the q...
- Fri Oct 11, 2019 5:33 pm
- Forum: Love/Hate
- Topic: Modeling relationship reactions to deeds
- Replies: 5
- Views: 2179
Modeling relationship reactions to deeds
Hi Tony, So, I'm trying to make sense of how to model the effects of a deed depending on relationship status. It's probably easiest to explain with an example. Let's say I have a deed called "Flirt" and a relationship trait called "Lust." Let's say NPC-Jack feels high Lust toward...
- Fri Sep 27, 2019 4:45 pm
- Forum: Love/Hate
- Topic: FactionMemberEvents component won't register PAD?
- Replies: 3
- Views: 2597
Re: FactionMemberEvents component won't register PAD?
Ah, that's it then. I was just changing them by hand from a little C# script to make sure everything was working with my UI. I'll just run the simulation with some deeds executed which should do the trick. I am planning to use some aura triggers, though, so maybe I'll wait for the new release if it'...