In response to Xirre
Xirre wrote:
Kaiochao wrote:
I don't think you get just how important this is. We'll soon be able to have power levels like 13467285291949438285481949838245484, which are well beyond what BYOND's numbers can handle.

I believe the max number in BYOND somewhere around 1e+037; even though adding and subtracting anything to and from it isn't all that feasible. Small numbers can't engage in proper math with bigger numbers... it ends up just ignoring it.

That number has 35 characters. Meaning it's something like 1.34e+034. But, I get what you're saying. *laughs for the sake of laughing at the joke*

This is kind of the point of BigInt.

1: Make numbers about the 32int limit accurate, which is somewhere around 2 million. At that point all numbers in BYOND start to get muddy.

2: Make the hard-coded limit of 10^34 no longer, well, exist. You can go further, a lot further.


Flowers coming soon to a gif near you! I've gotten building interiors working properly, although most of my time lately has been mapping but I want to jump back into getting dungeons up to speed so I can start getting some actual gameplay going instead of framework stuff.
This thread is great because it shows how many actively being worked on high quality games there are at any given moment. I believe this number has risen in the last dozen or so BYOND updates, significantly so.
Flowers being added meaning future potion crafting system?

Flowersssssssss. I'll add variants later.


Building interior for a haunted house quest I want to put together.

I would love to add basic crafting features like alchemy for potions and simple consumable buffs. We'll see what happens!
In response to Bravo1
What are those enemies called?
Call me crazy, but maybe we should start supporting double-precision for BYOND (JavaScript/HTML5 currently supports it though). I know double-precision is slower due to more accurate calculations (provides a larger limit as well), but CPUs these days should be able to handle it no problem (referring to servers of course).

Heck, I thought about creating a feature request for double precision support (either as a modifier or to replace float, though the latter could break compatibility with older DMB files).
In response to Bandock
Bandock wrote:
Call me crazy, but maybe we should start supporting double-precision for BYOND (JavaScript/HTML5 currently supports it though). I know double-precision is slower due to more accurate calculations (provides a larger limit as well), but CPUs these days should be able to handle it no problem (referring to servers of course).

Heck, I thought about creating a feature request for double precision support (either as a modifier or to replace float, though the latter could break compatibility with older DMB files).

My friend have a 2 core 2.0 ghz laptop with 2 gigs of ram.
In response to Ghost of ET
Ghost of ET wrote:
What are those enemies called?

At the moment: "Watchers"

Though, my experiences with them makes me want to call them "annoying little fuckers"
Few days ago i start working on host menagier for my friend and this is results



If you want check this, you can do it here http://www.byond.com/games/Doniu/DoniuHostPanel
In response to Bravo1
Alfs are op.
New kick and pass system :

In response to Tacurumin
Add guns and an american flag pls.
Here's a sneak peak at Another Dark Christmas.

Teaser 1
In response to RoxasX-San
that looks like some intense gameplay/progress
i cant wait to try this out!
In response to Ghost of ET
haha, deathmatch soccer !
In response to Tacurumin
Tacurumin wrote:
haha, deathmatch soccer !

You could add some fun "mutators". Little mods that you can add to each new game to make it a bit more fun. A few ideas:

Low gravity
High gravity
The ball is a bomb which explodes and respawns in the middle after 2 minutes
And now subtraction is finally implemented.
/*

Subtracting 1 + 1 + ... + 1 + 1 from 0xfffffff0 for 65,635 times in hexadecimal is 0xfffefff1

*/


Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
--------------------------------- --------- --------- --------- ---------
/mob/verb/IntegerDecrement 0.081 0.977 0.977 1
/pif_BigInt/New 0.000 0.000 0.000 1
/pif_BigInt/proc/_GetBlock 0.160 0.207 0.223 131086
/pif_BigInt/proc/_SetBlock 0.091 0.106 0.109 65538
/pif_BigInt/proc/BitLength 0.000 0.000 0.000 18
/pif_BigInt/proc/Expand 0.000 0.000 0.000 2
/pif_BigInt/proc/Expandable 0.000 0.000 0.000 1
/pif_BigInt/proc/GetBits 0.000 0.000 0.000 16
/pif_BigInt/proc/GetMode 0.000 0.000 0.000 1
/pif_BigInt/proc/IsNegative 0.000 0.000 0.000 2
/pif_BigInt/proc/Length 0.071 0.082 0.105 262180
/pif_BigInt/proc/PrintHex 0.000 0.000 0.000 2
/pif_BigInt/proc/PrintHexadecimal 0.000 0.000 0.000 2
/pif_BigInt/proc/Set 0.000 0.000 0.000 1
/pif_BigInt/proc/Subtract 0.574 0.899 0.907 65535

/*

Subtracting 1 + 2 + ... + 65,534 + 65,535 from 0xfffffff0 in hexadecimal is 0x80007ff0

*/


Profile results (total time)
Proc Name Self CPU Total CPU Real Time Calls
--------------------------------- --------- --------- --------- ---------
/mob/verb/IntegerSubtraction 0.090 1.177 1.177 1
/pif_BigInt/New 0.000 0.000 0.000 1
/pif_BigInt/proc/_GetBlock 0.178 0.229 0.242 131086
/pif_BigInt/proc/_SetBlock 0.132 0.167 0.177 98304
/pif_BigInt/proc/BitLength 0.000 0.000 0.000 18
/pif_BigInt/proc/Expand 0.000 0.000 0.000 2
/pif_BigInt/proc/Expandable 0.000 0.000 0.000 1
/pif_BigInt/proc/GetBits 0.000 0.000 0.000 16
/pif_BigInt/proc/GetMode 0.000 0.000 0.000 1
/pif_BigInt/proc/IsNegative 0.000 0.000 0.000 2
/pif_BigInt/proc/Length 0.099 0.105 0.139 294946
/pif_BigInt/proc/PrintHex 0.000 0.000 0.000 2
/pif_BigInt/proc/PrintHexadecimal 0.000 0.000 0.000 2
/pif_BigInt/proc/Set 0.000 0.000 0.000 1
/pif_BigInt/proc/Subtract 0.678 1.087 1.093 65535
Finally added projectiles and guns :)
It's alot better when you're in-game and you can hear the sounds and atmosphere ;)
I got rekt as bob the builder
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