In response to Ganite
nice! what game is that
In response to Alienx26
Alienx26 wrote:
nice! what game is that

DragonVerse Online
In response to Ganite
oh it looks cool is that your game
Just in case
In response to Alienx26
Just starting it?
Shoots looking good @Alien! You should really look into getting rid of Stat panels though.
In response to Ganite
i am and also looking for a coder
In response to DanteVFenris
yes im barely starting do you have a problem
In response to Alienx26
No I don't it just looks like it's at an early stage. Keep on having fun making it!
In response to DanteVFenris
thanks and im looking for coders so anyone wana help just pm me and its not cause im bad at coding but i wanna make progress faster
well im off for today
Speaking as a moderator.

Comments in this thread were deleted because they were basically arguments about whether or not replies to Within threads can be made about fangames, and something about fangames being good or bad for BYOND, etc. you've probably seen the exact same discussion elsewhere. I didn't delete the posts, but I can guess at some possible reasons why they were deleted:
  • Discussion about the legality of posts is derailing and should be left to the moderators (and maybe OP) to discuss among themselves. It seems like every Within thread gets filled with complaints regarding fangames, and it obviously needs to stop.
  • Complaints toward moderator actions within a thread also don't belong in that thread.

If you have any more complaints, feel free to not post them here. Stay on topic.
In response to Kaiochao
If I had any idea or clue as to who moderated my post or a feasible way to contact a.collective, without posting back here, I would've. I apologize, but in my original request for a response(from the moderator responsible) included a 'feel free to page me and delete the comment'.

That leads to this; outside of using the contact email for BYOND, how would we be expected to ask about our moderator's actions? Or should we email support, effectively causing a huge hassle for a mere question?

[EDIT] I would have pages you about it, but I thought the information would be more useful to a wider audience, but feel free to answer on a personal level and delete this and my previous posts, should you deem fit.
Your post was just part of a larger set of trimming off a needless discussion that was heavily derailing the topic.
To get the thread back on topic I guess:
http://puu.sh/jiwU4/1c4413248d.webm

I put glowsticks in their blood.

Bear with me as I figure out how to encode webms with ffmpeg at a smooth framerate.
So sexy...

Are you using DM?
In response to Lavenblade
Lavenblade wrote:
So sexy...

Are you using DM?

Yes. This is recorded from the dream seeker.
That looks sexy as dick, but somehow I feel like the character's movement is a little too floaty. Too little inertia / drag?
In response to Doohl
Doohl wrote:
That looks sexy as dick, but somehow I feel like the character's movement is a little too floaty. Too little inertia / drag?

It could be that his running acceleration is too low. His acceleration takes roughly 3 frames (or 0.1 seconds) to accelerate to his maximum running speed (about 140 pixels per second) from standstill.

There is a drag force that's being applied, when key input is released or an action is being performed. You can see it when he stops moving as he swings his sword.

Changing directions right now does feel a little floaty. The way he changes directions is he first accelerates in the direction of the movement input, and then his velocity's magnitude is clamped to the maximum running speed. So over time his velocity's direction gradually approaches the direction of the movement input.

I'll try increasing the acceleration, since it is kind of low. It could also be that the webm's framerate is roughly 60% of the actual game's framerate :(
In response to D4RK3 54B3R
Lately, I've been lerping velocity components to axis_input*max_speed, like how Unity's Input.GetAxis() does it. It's not too bad.
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