In response to Flick
Flick wrote:
That one is probably a few thousand icons blended together and inserted into a final animated icon. For each animation frame, each currently active particle is shifted/moved/altered to its new state, and then blended into the frame at the proper position. Seamless icons like those then get a little messy, but basically I take the first wave, chop it off the front of the animation and overlay it on the end of the animation starting however many frames from the end the first wave was alive.

That probably made no sense, but yeah... ;)

EDIT: And the black part isn't necessarily even there. I would normally set them up to be transparent, but I have the black background there just so you can see them. You can save them with a transparent background, or with whatever color you want.

This actually made a lot of sense, so that the animation seems seamless right? I could see this being super useful if you'd want small animated buttons in your game; Like hot-slots and action keys, with cool little animations in them and I imagine this is a lot better on the cpu than having the objects running at run-time(which I assume is one of the reasons you're doing this).
Yeah, it's a (really, really, heavily) modified version of Kats' particle library because trying to use that (or any particle system really) was causing pretty heavy cpu spikes. These on the other hand, are just icons, which really don't affect cpu at all. Enough of them would bloat the .rsc I suppose, but I don't really see that as much of an issue.
Enough of them would bloat the .rsc I suppose, but I don't really see that as much of an issue.

If the icons reach a substantial enough size, though they can cause a severe hiccup as DS loads it into active memory for the first time. A simple 1024x768 single-frame image is enough to cause a several-frame hiccup.
In response to Flick
Flick wrote:
Yeah, it's a (really, really, heavily) modified version of Kats' particle library because trying to use that (or any particle system really) was causing pretty heavy cpu spikes. These on the other hand, are just icons, which really don't affect cpu at all. Enough of them would bloat the .rsc I suppose, but I don't really see that as much of an issue.

Awesome, I would not mind using this myself to be honest. This should be its own little app you can download to quickly create animated icons and save em to your pc. Although I don't know if those are already your intentions.

edit: WHAT I just saw in your profile this is what you did... Awesome!!
In response to Ter13
Ter13 wrote:
Enough of them would bloat the .rsc I suppose, but I don't really see that as much of an issue.

If the icons reach a substantial enough size, though they can cause a severe hiccup as DS loads it into active memory for the first time. A simple 1024x768 single-frame image is enough to cause a several-frame hiccup.

I figured anything big would probably be a problem, I've noticed that with DM but for small buttons this would be so ideal.
In response to Ter13
Ter13 wrote:
Enough of them would bloat the .rsc I suppose, but I don't really see that as much of an issue.

If the icons reach a substantial enough size, though they can cause a severe hiccup as DS loads it into active memory for the first time. A simple 1024x768 single-frame image is enough to cause a several-frame hiccup.

Well, I haven't been able to get dm to create anything bigger than 256x256, but yeah, that could be a problem. Still not as much of an issue as live particles seemed to be though.
In response to Exentriks Gaming
Exentriks Gaming wrote:
Awesome, I would not mind using this myself to be honest. This should be its own little app you can download to quickly create animated icons and save em to your pc. Although I don't know if those are already your intentions.

edit: WHAT I just saw in your profile this is what you did... Awesome!!

http://www.byond.com/games/Flick/PartIcons

The last few updates aren't there yet, but probably later tonight.


Made energy clashes tonight. It looks and runs well, but I'm having efficiency problems. Firing a single beam eats about 10-15 CPU. Any ideas on optimization?
In response to Bl4ck Adam
It's hard to say without seeing the code. I suggest making a new topic in Developer Help.
In response to Bl4ck Adam
In response to Kaiochao
Kaiochao wrote:
It's hard to say without seeing the code. I suggest making a new topic in Developer Help.

Roger that!
In response to Doohl
Doohl wrote:
Speaking of lines of code:

> /root/Severed/core$ find . -name '*.dm' | xargs wc -l
> . . .
> 32551 total
>
> /root/Severed/core$ find . -name '*.dms' | xargs wc -l
> . . .
> 8730 total
>

i cant even tell if this is even in DM anymore D:

In response to A2J2TIWARI
Seeing quality art like this makes me want to get my game design bug going - but when I'm already working on a rap project, artwork, full time college student, 4 clubs, part time job, and trying to get a lady in a relationship with me - shit is hard to find any time at all.
In response to Cloud Magic
Cloud Magic wrote:
Seeing quality art like this makes me want to get my game design bug going - but when I'm already working on a rap project, artwork, full time college student, 4 clubs, part time job, and trying to get a lady in a relationship with me - shit is hard to find any time at all.

Haha, thank you very much! I am delighted to know that you like my artwork and I motivated you.

Everyone has schedule bro, but yeah mine is little loose maybe that's why I could work on the project. I am moody so that's another reason. I should be spending time learning art with other things instead of making games...
In response to Hebrons
Hebrons wrote:
Doohl wrote:
Speaking of lines of code:

> > /root/Severed/core$ find . -name '*.dm' | xargs wc -l
> > . . .
> > 32551 total
> >
> > /root/Severed/core$ find . -name '*.dms' | xargs wc -l
> > . . .
> > 8730 total
> >

i cant even tell if this is even in DM anymore D:

It's just a project that has been given some serious work rather than it being half-assed is all.

It's perfectly normal. Especially since they've been in development for years.

I just tested a small game project I did in Unity:
14287 total


It was in development mainly for a month. The rest of the 5 months we worked on it was just minor edits and fixes to have it support multiple platforms.

I believe the code would be nearly as big (possibly 2000 lines less) if it were done in DM.
In response to Xirre
Very interesting. Now I'm curious about one of my old projects. How is this being checked? I know how to check one file, but not every file at the same time.

Also in response to Bravo's post:



And I'm pretty interested in seeing more progress on A2J2's work, given the art so far. Hopefully the gameplay can live up to the images.
Since people are counting lines, I'm still in a really really early stage of my project and I have 18546 lines in total. Huh, fun fact.
In response to Toddab503
I wouldn't mind knowing how to check the line count either! Although, my inefficient and bloated code probably has way more lines than actually required!


I was going to join GIAD, as I started this little clicker game roughly 4 and a half hours ago, didn't realise there was set topics you have to make games on though so I just went ahead and made it my first published game on BYOND.

There's not too many features at the moment, but I plan to add to it. (If you fancy testing out what I've got so far the files are on the hub)
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