In response to Rushnut
Rushnut wrote:
Flick wrote:
Added cropping to Particons.
Can you make it show the size in pixels of the area you're cropping? So if I wanted it to be 64x64 I can be nice an precise. Haven't had a chance to test this yet, so not sure if it's already a feature, but if not - whip!

It's not currently a feature, but its a good idea. I'll try and add that when I get home tonight. Thanks.
I didn't want to show my game until it was back up visually appealing status (remaking GUI [everything was and will be in an on-map GUI, instead of ugly statpanels], remaking character customization, adding more animations, etc) and not a simple test environment (the stuff on the side and bottom is just debugging stuff), but I am simply too excited.
Behold, 101 players and NPCs with complete player logic (barring some client stuff that wouldn't make too much of a difference) in combat to stress test! Was nearly as smooth as a baby's bottom. The client suffered more than the server with all the rendering. This was on an Intel Core i5-3340M @ 2.70GHz (school computer) desktop, one BYOND process only, no helper BYOND processes. I guess you can say it went... BYOND my expectations. No? Okay...
This is with pixel movement at 60 FPS, by the way. Player icons are by my beloved Kiki, or Puckaboo2. They are not fully how she would like it yet, but if you like 'em show her some love too!
Oh, and, since it is sitting there out in the open, I should thank for SinisterJ for the Interface Edit library, so I didn't have to make one, saving precious time.



This just shows that BYOND is not that weak at all (but imagine if some of this was offloaded to other cores @w@). Follow your dreams to the fullest, people, you'll do fine.

EDIT: In case it wasn't obvious, there are a lot of things that aren't even shown or noticeable in the screenshot, like the fact that I have a kind of Fog of War/Line of Sight system going on here, where you can't see behind an opaque wall, but it looks prettier than BYOND's native culling system's graphics, and you can see the tiles below it, and the targetting system/graphics (as well as the combat system overall, can't really tell much from one or two screenies). It'd be better if I made a video. Also, don't mind the unshaded areas, those are just testing areas that are not affected by light or lack of light. They just always stay "lit". Oh, and I should thank FIREking for Light Speed (including the test tiles), though I edited it heavily. I think I got all the immediate things to credit, now. I don't use much. Do you think I talk too much? Dang it, I'll shut up now. Wait no, I can't shut up, I have to thank Flick and Kats for the PartIcons and the particle generator respectively, another thing I was gonna do but don't have to now. Now, I'll shut up. WAIT NO. Shoutouts to Nii-Nii Satoshi for inspiration and support, as well as Kiki, of course. Without those two, I wouldn't be as motivated or where I am today. NOOW, I'll shut up.
Interested to see Deviant Animator to see how it compares with my animation system. I might switch if it is better/faster. Then again, mine is very specific to my needs, like exporting multiple animations with different icons in the background. Still interested, though, so we'll see. It'd be the first skeletal animation system I'd see publicly released on BYOND.
Okay, I am just too fucking excited to complete this after whole two day work and I want to show it to everyone and brag haha

Here:
In response to A2J2TIWARI
:O That looks amazing... Is this for a BYOND game?
In response to Exentriks Gaming
Looks like a touch-capable game. Not interested! :)
Nice screen though, name seems too familiar to me though.
In response to Exentriks Gaming
Exentriks Gaming wrote:
:O That looks amazing... Is this for a BYOND game?

Thank you :D

I want to make this game available for as many platforms as I can - iOS, Android, BYOND, etc

No idea if I will succeed though :P
In response to A2J2TIWARI
Depends on your subjective vision of success and what you really expect. I find that not expecting anything spares you from the disappointment that is always abounds.
In response to AERProductions
AERProductions wrote:
Depends on your subjective vision of success and what you really expect. I find that not expecting anything spares you from the disappointment that is always abounds.

^What he said.

Not only will it "spare you from the disappointment", but you will always be surprised by the amount of people that enjoy your game.
Well by succeed, I meant being able to publish the game, hehe.

I am not even sure if we will get players but it doesn't matter. All I care is about completing and putting it out there. :)
In response to A2J2TIWARI
Looks amazing.

If I have to critique then it's not very clear whether the name is "Panjiro" or "Ponjiro".
In response to Kamuna
Kamuna wrote:
I didn't want to show my game until it was back up visually appealing status (remaking GUI [everything was and will be in an on-map GUI, instead of ugly statpanels], remaking character customization, adding more animations, etc) and not a simple test environment (the stuff on the side and bottom is just debugging stuff), but I am simply too excited.
Behold, 101 players and NPCs with complete player logic (barring some client stuff that wouldn't make too much of a difference) in combat to stress test! Was nearly as smooth as a baby's bottom. The client suffered more than the server with all the rendering. This was on an Intel Core i5-3340M @ 2.70GHz (school computer) desktop, one BYOND process only, no helper BYOND processes. I guess you can say it went... BYOND my expectations. No? Okay...
This is with pixel movement at 60 FPS, by the way. Player icons are by my beloved Kiki, or Puckaboo2. They are not fully how she would like it yet, but if you like 'em show her some love too!
Oh, and, since it is sitting there out in the open, I should thank for SinisterJ for the Interface Edit library, so I didn't have to make one, saving precious time.



This just shows that BYOND is not that weak at all (but imagine if some of this was offloaded to other cores @w@). Follow your dreams to the fullest, people, you'll do fine.

EDIT: In case it wasn't obvious, there are a lot of things that aren't even shown or noticeable in the screenshot, like the fact that I have a kind of Fog of War/Line of Sight system going on here, where you can't see behind an opaque wall, but it looks prettier than BYOND's native culling system's graphics, and you can see the tiles below it, and the targetting system/graphics (as well as the combat system overall, can't really tell much from one or two screenies). It'd be better if I made a video. Also, don't mind the unshaded areas, those are just testing areas that are not affected by light or lack of light. They just always stay "lit". Oh, and I should thank FIREking for Light Speed (including the test tiles), though I edited it heavily. I think I got all the immediate things to credit, now. I don't use much. Do you think I talk too much? Dang it, I'll shut up now. Wait no, I can't shut up, I have to thank Flick and Kats for the PartIcons and the particle generator respectively, another thing I was gonna do but don't have to now. Now, I'll shut up. WAIT NO. Shoutouts to Nii-Nii Satoshi for inspiration and support, as well as Kiki, of course. Without those two, I wouldn't be as motivated or where I am today. NOOW, I'll shut up.


Omg Yum.
In response to Ghost of ET
Wat.
In response to A2J2TIWARI
Then we are right about at the same place mentally concerning that! :P
In response to A2J2TIWARI
A2J2TIWARI wrote:
Okay, I am just too fucking excited to complete this after whole two day work and I want to show it to everyone and brag haha

Here:

I really like it. The color palette is different, but it works for me. The only issue I have, and I assume it just isn't finished, is that the 'P(panda head)n' letters are nice and smooth, while the 'jiro' is all jagged. Honestly though, I think I might like the jagged letters better.

It's good work, looking forward to seeing more. What kind of game is it going to be?
Well given I missed yet another Within BYOND update, Hunger finally has a hub!

http://www.byond.com/games/Toddab503/Hunger?tab=index

I whipped up a few quick graphics, and a basic description for it. Unfortunately I've been busy so there isn't much else I can show right now, and GIAD 2015 may slow me down this weekend, but still keep your eyes peeled for updates soon. I am really eager to get this going more!
Sorry for the double post but things changed quickly. Thank you Cranimus for donating some icons!

In response to Zecronious
Zecronious wrote:
Sorry for the double post but things changed quickly. Thank you Cranimus for donating some icons!


This looks nice.
Ah, I see. Well, I'll let you know what I think when you release it.
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