Sep 27 2015, 10:04 am
In response to Zach Reznor
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You don't have to use the themes, they are optional.
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In response to Xirre
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I think what he meant was the "code" I posted just then. No, that's not DM, it's some GNU bash commands I wrote up really quick to output the total number of lines of code in the project for both .dm and .dms files.
The .dms files are very special, because they contain almost entirely JavaScript code. Actually, a good portion of Severed World is not BYOND code anymore, haha! |
i see haha ^, did you decide to create Severed World to troll Writing A New One or just out of inspiration ?
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In response to Hebrons
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The fuck did I just read.
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In response to Hebrons
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Uh. What? Severed World is primarily Writing a New One's (AKA Chance) game. I'm just the one making the code happen.
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ohh lol i thought you guys stopped working together that's why , but what is the sudden creation of a new game come along .. were you guys just growing old of Enternia and was like F*ck it we could do better and thus Severed World came fourth ?
P.s: who is coming up with the name of these games give them a promotion asap ! xD |
In response to Hebrons
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Wow, the stuff you say is really hard to read.
Eternia is still in active development. Severed World is not meant to be a replacement to Eternia - they're two very different games. One is a Roleplaying sandbox, another is a semi-generic ORPG (with emphasis on PvP). |
In response to Toddab503
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Toddab503 wrote:
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. I used cygwin to run this:
find . -name '*.dm' | xargs wc -l
That is a linux command. * is a wildcard. .dm is the filetype you're looking for. I looked for .cs to get my 14,000 result. Just make sure your CD is the set to the folder of your project. Or, you could just program it in BYOND and have it read every \n in all of your DM files. It wouldn't be that hard. |
Well, I guess you could say that preview really ended with a bang! As you can see, explosions are now in Hunger! The animation is not complete, but they are functional. A number of other additions and changes have also been made, some of which you may of noticed, such as the character being dressed (That damn naked lad had to go!), the screen flashing red when you're damaged (client.color ftw!), and text now having a new font and sort of shadow. On top of those I've made it so reloading is gradual, and can be interrupted in order to use your weapon, but careful or it might get jammed and be unusable for a second! And last but certainly not least I improved the chasing portion of the basic AI a bit, and added in a variety of sounds. There is now some atmospheric noise in the background, music, a unique sound for each gun firing, sound for the explosion, and occasional moans from the hoard as they chase you down! Quite a few other things are being worked on, particularly the HUD/GUI right now, but a lot of time today went into cleaning up and optimizing what I already had so that's all for now. More updates to come soon, hopefully! |
Nope, I'm actually currently only using step() and step_rand(), I just have some occasional turns mixed in, and I've got it so they do two steps before they shift direction to keep their movements a tad bit smoother.
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After procrastinating for a day, I finally got the tedious process of importing Feed's login from the ugly interface based inputs to my maptext inputs. Looks much better. (:
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In response to Kumorii
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Kumorii wrote:
After procrastinating for a day, I finally got the tedious process of importing Feed's login from the ugly interface based inputs to my maptext inputs. Looks much better. (: I'd love to see a maptext input library? Mind sharing how you've done it? |
I've had it for awhile and have been meaning to make it a library. I'll try to get to it tomorrow.
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In response to Kumorii
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Kumorii wrote:
I've had it for awhile and have been meaning to make it a library. I'll try to get to it tomorrow. WOHOOO! :D |
I think FA's HUD Groups library includes a text input demo. Basically you set client.focus to the text input and override the text input's key_down() to add the pressed key to the text. It might predate maptext though, but the idea is the same.
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But scrooolling maptext is where it's at! I'm making a WinForms-like GUI for BYOND!
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Far from the best, but it works.
Clicky, clicky! |