So, Ive been making the skeld and there’s been a lot of problems and it’s REALLY frustrating me, so I came to ask, how would I make the title (above) mechanic, with like minimum barriers (I hit the limit) I can get rid of some barriers, but… Anyways the only way I have though of was if Josh put the invisabit mechanic in-game (Which I’m pretty sure he said he wouldn’t) paired with the player coordinates which would do code
Code = if playerX equal to or less than player2X + AMOUNT OF LIGHT then if playerY equal to or less than PlayerY + AMOUNT OF LIGHT then broadcast “Visible” else broadcast “Unvisible”
Then you would have invis mechanic do blah blah blah, point is it could be easy, but its not, so I want help, help please.
This game is past it’s due date by like a month and my friends are practically yelling at me to finish it.
But the invis-bits would make the player invisible to all, so if another player is in the range of your said dream mechanic, and another player walks away the invis-bit will make the player invisable to the player that walked away and the player that didn’t.
But… There is no teams in amoungus, if you count the crewmates and imposters, but the imposter still can’t see fellow imposters if there’re out of range, same for crewmates.
Not with a standard setup. Only way i could think of would be to make the map out of barriers nd stuff and cover up the player when they are supposed to be invisible and…not important since you won’t use that anyhow.
Yea sorry but the best thing I can think of is just to have a fog that makes it more difficult to see until you are near the player