A few of them only trigger the client compatibility flag if done at compile-time.
In response to Kaiochao
Kaiochao wrote:
Kumorii wrote:
So I've been patiently waiting for gifs because idunno what a color matrix is. Hintity hint hint.

This uses the color inversion matrix given in the Reference entry for icon.MapColors():


(I'm guessing the camera shift is a bug)

I'm experiencing that camera shift bug too. Is it gonna be fixed soon?
I can't investigate bugs that haven't been reported. I need a test case.
In response to Tobba
Tobba wrote:


I'm liking this update already.

This would be a screensaver background.
I just realized how cool this new feature is, great job Lummox!



This last one actually looks a little like Avatar. This feature is going to make for some awesome scenes and boss fights.
client.transform (yet?)

So are you talking about things like scale and rotate?

I can't think of any genuine practical uses for that, but I can think of some goofy effects! My in-game beer effects are going to get far more interesting :D
In response to Exentriks Gaming
whats the feature?the lights?
In response to Alienx26
Everything on the map is having additional of a chosen color added to it which alters everything on the screen to look as though the art its self is more of that color with the simple change of a var.

In the first image he chose red, in the second he chose green. It would normally take hours, and an enormous amount of work for that to even begin to be done so it was barely if at all feasible before.
In response to Toddab503
oh i see could you show me a coding example?
In response to Toddab503
Toddab503 wrote:
Everything on the map is having additional of a chosen color added to it which alters everything on the screen to look as though the art its self is more of that color with the simple change of a var.

In the first image he chose red, in the second he chose green. It would normally take hours, and an enormous amount of work for that to even begin to be done so it was barely if at all feasible before.

Wasn't sure how to answer that question you got it covered pretty well, so thank you. And yeah, I would say this is probably one of the best feature updates since 5.0.
In response to Alienx26
Alienx26 wrote:
oh i see could you show me a coding example?
Just copy this anywhere in your code and mess around with rgb() values to get the color you want.
client
color = rgb(255,255,100)
In response to Exentriks Gaming
oh cool
Matrices with the client would honestly be revolutionizing for me... Oh God the capabilities...
I just see major work having to be done, especially for compatibility with the webclient... but... the thoughts excite me, probably too much ;-;
In response to Konlet
I can only see client.transform being used for scaling (zooming in and out) and rotating like for top-down racing games, and maybe both at once, but not much else. Adding another way to translate the screen is probably unnecessary, and shearing probably isn't very useful.

I'd prefer those features to be separate variables like client.angle, client.scale_x, client.scale_y.
In response to Kaiochao
Kaiochao wrote:
I can only see client.transform being used for scaling (zooming in and out) and rotating like for top-down racing games, and maybe both at once, but not much else. Adding another way to translate the screen is probably unnecessary, and shearing probably isn't very useful.

I'd prefer those features to be separate variables like client.angle, client.scale_x, client.scale_y.

In reference to that recent conversation we had, would this help with the smoothing of the zoom?
In response to Exentriks Gaming
Yeah, it probably would make it smoother. If you could animate() client scaling, then each step would be done client-side, whereas my MapZoom can only do it server-side (although I could probably write a JavaScript function in a hidden browser to smoothly change the zoom... meh).
In response to Kaiochao
This would be PERFECT. I really like where this engine is going. Also, if you were to do that I would really appreciate it. The little things make a big difference.
In response to Kaiochao
I was thinking of using your zoom library as a core system in a game, having an overlord player able to see much more of the map than other players do. This concept was defeated in the way that the players can simple resize their window to reveal more of the hidden map.

If DM gets more client animation support, I'd like to see if there could be some kind of 'lock' on how far the map is zoomed in.
This concept was defeated in the way that the players can simple resize their window to reveal more of the hidden map.

...You could always change the view variable of the client to prevent that.
In response to Konlet
You can change client.view to be different from world.view, so your "overlord" can see more tiles than normal players by having a larger client.view than others.

I think you'd have to enforce your own lock since you already have full control over the zooming itself. Why would you let players zoom in/out more than they should be able to?
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