Search found 17 matches

by joeykid6
Tue Feb 22, 2022 3:56 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?

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
by joeykid6
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...
by joeykid6
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.
by joeykid6
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...
by joeykid6
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.
by joeykid6
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...
by joeykid6
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!
by joeykid6
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...
by joeykid6
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...
by joeykid6
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'...