spacefleetbattles's People
spacefleetbattles's Issues
Add a flashing icon thing that shows players fighter
Need a way to fast forward to end of battle when one side is dead or only escape pods
Add a warning when own unit is targetted
A unit will leave a target in favour of moving inside map boundary (action = 4)
Commander needs to order retreat when grossly outnumberef
Units that are following enemy units have action time out = speed up = losing tail
Add pew pew sounds for player
add an ejection pod
Units are shooting despite having no targets on battlefield
Add a timer so both commanders retreat after a time limit
Unit chasing a slower unit needs to know when to slow down and match velocity
The "I'm hit" sound was playing even after players pod left the battle
Don't slow down when target is facing unit (head on)
Need a way to toggle camera to different units
Player unit appears to eject for reasons unknown. Need to explain why ejected in toast or log
Global death count not working (always 0)
Yellow triangle doesn't appear
RTB order should set y value to inside the border
Maybe unit exploded and created pod
Player somehow targeted fast moving bullet
Build up the debrief screen
Units will sit too close to enemy units. Need to turn away when too close
The shadow algorithm doesn't activate sometimes
Add a floaty text to describe component hit if player
Units that lose target (destroyed) will pause for too long
display cool aiming recticle instead of red circle
Crippled fighters are not ejecting
Add a space warp animation when entering and leaving battle
Small suggestion about multi-monitor situations
On this line
SpaceFleetBattles/SpaceFleetBattles/main.lua
Line 111 in f105907
I noticed that to set window size, you get monitor size from 1 monitor, even if game window on 2nd or 3nd monitor.
It's not that uncommon for desktop user to have 2 or more monitors, especially with different resolutions on each. What i want to suggest is what done in this example, near end: https://love2d.org/wiki/love.window.getDesktopDimensions
So your code will look like:
local _, _, flags = love.window.getMode()
-- The window's flags contain the index of the monitor it's currently in.
local width, height = love.window.getDesktopDimensions(flags.display)
res.setMode(width, height, {resizable = true})
After that, game window should get proper size of screen, based on which monitor game window is placed.
Also check other situations where you might interact with screen data, so it will use current monitor instead of fixed 1st.
Unit shadowing doesnt fire sometimes. Check the infront function
If target is x distance away then try to lead target
Need a way to bring units inside battle map when they stray
If RTB and targeted then evade and then come back to RTB
A fighter that is RTB and targeted should evade sometimes
Add ejection to the players menu
Fighters on RTB will cool down and do a circle and then resume RTB
The 'dont overshoot' thing needs to factor angles < > 360 deg
Units that are RTB should take opportunity shots when they appear
Players pod tries to target enemy and draw enemy (and targets friendly pod!)
Ensure can't activate menu when player is a pod
Use CNTRL key to show callsigns
Two units in combat can sit on top of each other and travel off map
Friendly pods face wrong way and impulse wrong way
Scroll with right-mouse button
Don't draw target on self if player is an escape pod
Commander needs to set RTB orders when opponent is all escape pods
Unit shadowing enemy unit didn't fire. Check angles are converting properly
Build an action to NOT target units that are RTB. Perhaps squad level
When round first starts, the unit task is wrong on menu
Units with no throttle will need to eject because they can't RTB
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