In response to Mr_Goober
Mr_Goober wrote:

I'm impressed. What was this developed with? I think I saw Construct 2 somewhere?

I am glad you like it! Seriously. The game was made in Game Maker.
In response to Exentriks Gaming
Exentriks Gaming wrote:
This is badass I had no idea parallax scrolling was even possible with this engine. How are you doing this?

Well, I've got three things at work. Two images attached to the player mob, and a screen object as a backdrop.

The layering order, from lowest to highest is:

screen object > image B > image A

The screen object is basically just a solid color for the sky.

Image B is of the thinner pillars, and image A is the thick pillars.

Image A is set to move at a rate of 30% of the client's view (compared to the map), and B is set at 25%

The Y value for both moves only very slightly, at like 10%, because it's not as important.

The idea of what these are, specifically: The pillars are actually towers, and they were once gigantic colonies that people on this world lived on centuries ago. The robot is currently in one of these towers, and can see the others in the distance through gaping holes in the walls.

They're supposed to be dozens of miles tall and a few miles thick.

One in the background can be seen slanted, as it fell, but the support system for these towers is so strong and robust that it didn't collapse completely, which explains why the others are standing even after hundreds of years of disrepair.





In response to Bravo1
Bravo1 wrote:
They're supposed to be dozens of miles tall and a few miles thick.

One in the background can be seen slanted, as it fell, but the support system for these towers is so strong and robust that it didn't collapse completely, which explains why the others are standing even after hundreds of years of disrepair.

Fun fact: Even if those towers have the average density of cotton, if they're about 24 miles high and 3 miles thick, then they have a mass of 1.05×1015 kg and weigh more than the total biomass on Earth. Slanting at about 15° they feel about 1.032×1016 N of force, which is about 1/105 of the gravitational force between the moon and Earth.

That building has some strong foundations in addition to strong supports.
In response to Popisfizzy
Popisfizzy wrote:

Fun fact: Even if those towers have the average density of cotton, if they're about 24 miles high and 3 miles thick, then they have a mass of 1.05×1015 kg and weigh more than the total biomass on Earth. Slanting at about 15° they feel about 1.032×1016 N of force, which is about 1/105 of the gravitational force between the moon and Earth.

That building has some strong foundations in addition to strong supports.

Dat math.

The planet itself actually has only about a third of the gravity of Earth as it is today.

Still, yes, crazy strong supports.




Also: I think I can get a mini test demo working before the end of the night.
In response to Bravo1
Bravo1 wrote:
Exentriks Gaming wrote:
This is badass I had no idea parallax scrolling was even possible with this engine. How are you doing this?

Well, I've got three things at work. Two images attached to the player mob, and a screen object as a backdrop.

The layering order, from lowest to highest is:

screen object > image B > image A

The screen object is basically just a solid color for the sky.

Image B is of the thinner pillars, and image A is the thick pillars.

Image A is set to move at a rate of 30% of the client's view (compared to the map), and B is set at 25%

The Y value for both moves only very slightly, at like 10%, because it's not as important.

The idea of what these are, specifically: The pillars are actually towers, and they were once gigantic colonies that people on this world lived on centuries ago. The robot is currently in one of these towers, and can see the others in the distance through gaping holes in the walls.

They're supposed to be dozens of miles tall and a few miles thick.

One in the background can be seen slanted, as it fell, but the support system for these towers is so strong and robust that it didn't collapse completely, which explains why the others are standing even after hundreds of years of disrepair.





This was pretty ingenious... Well done, I wish I had a programmer like you to work with, the possibilities would be endless. Keep it up!
In response to Exentriks Gaming
Don't we all.
In response to A2J2TIWARI
A2J2TIWARI wrote:
Mr_Goober wrote:

I'm impressed. What was this developed with? I think I saw Construct 2 somewhere?

I am glad you like it! Seriously. The game was made in Game Maker.

I mentally punched myself in the face for not getting the Android Module when the Game Maker Humble Bundle was on.
In response to Bravo1
Bravo1 wrote:
The planet itself actually has only about a third of the gravity of Earth as it is today.

Oh, well in that case it only feels 1.05×1015 N of force instead. :P
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).

It's not a speed issue; it's a minor memory issue and also a problem of altering a lot of internal code.

Right now, BYOND's ubiquitous Value struct contains a 4-byte value and a 1-byte type. It pads out to 8 bytes. If it allowed a double to be used directly, it'd be 8+1 and pad out to 12 or 16 depending on the architecture. Although the memory increase is not insignificant, it might not be a big deal; the potentially bigger deal is how this would impact struct alignments.

There are also many, many places where there's a conversion to 32-bit floating point explicitly. Savefiles would be impacted too, since the value stored would be larger. Network traffic between DS and DD probably wouldn't be impacted, as anywhere we write a float it probably doesn't need full precision.

I'm not concerned about the speed, as I think numerical calculations happen infrequently enough in games that it'd be moot.
In response to Lummox JR
Lummox JR wrote:
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).

It's not a speed issue; it's a minor memory issue and also a problem of altering a lot of internal code.

Right now, BYOND's ubiquitous Value struct contains a 4-byte value and a 1-byte type. It pads out to 8 bytes. If it allowed a double to be used directly, it'd be 8+1 and pad out to 12 or 16 depending on the architecture. Although the memory increase is not insignificant, it might not be a big deal; the potentially bigger deal is how this would impact struct alignments.

There are also many, many places where there's a conversion to 32-bit floating point explicitly. Savefiles would be impacted too, since the value stored would be larger. Network traffic between DS and DD probably wouldn't be impacted, as anywhere we write a float it probably doesn't need full precision.

I'm not concerned about the speed, as I think numerical calculations happen infrequently enough in games that it'd be moot.

Ohhh...

In response to Bravo1
Bravo1 wrote:
I'll eventually also get it so that they don't adhere specifically to turfs, and will find any available open position, rather than jumping to the center of a turf.

You could use a different easing curve for the movement to make it look more realistic. A bit of acceleration to start and a bit of overshoot would be good. I'm not sure what the formula would be, but it would look kinda like this:

http://easings.net/#easeOutBack

but maybe with a slower start. Mouse over the graph to see the animation in action; the red pointer would correspond to the position of the mover along the path.
In response to Kaiochao
Kaiochao wrote:
You could use a different easing curve for the movement to make it look more realistic. A bit of acceleration to start and a bit of overshoot would be good. I'm not sure what the formula would be, but it would look kinda like this:

http://easings.net/#easeOutBack

but maybe with a slower start. Mouse over the graph to see the animation in action; the red pointer would correspond to the position of the mover along the path.


I personally like the way they're set up currently because I want them to look fast and accurate with their movement, without also looking like they're just teleporting to the spot. I feel like your method would make them look sloppy by overshooting their target a bit.

I will look into other easing methods though, as I'm not set on this one, and will definitely try your suggestion out.

In response to Bravo1
I was under the impression that they were floating drones with mass and inertia. Instantaneous changes in velocity (going from 0 to full speed instantly) are unrealistic to me. It wouldn't be sloppy at all, IMO.
In response to Kaiochao
Kaiochao wrote:
I was under the impression that they were floating drones with mass and inertia. Instantaneous changes in velocity (going from 0 to full speed instantly) are unrealistic to me. It wouldn't be sloppy at all, IMO.

I see what you mean, I was going to explain it as super advanced technology to allow movement like that, but that doesn't really jam with why they'd need to slow to a stop.

I don't think I'll have them overshoot, but accelerating to speed beforehand does sound like a better idea. Gives the player a bit of time to predict their movement as well.


On a side note:



I love animations, color, alpha, and transforms so much. This is an icon that is essentially a white spike, scaled wide and short, colored the same as the water,and the same alpha. Boom, splashes! Looks basic, but I like it.
In response to Bravo1
Make it ripple.



Using quintile in/out. Makes them friggin lethal.
[10:28 AM] Kaiochao:

<<< whatjamaicanKaiochao, Today 10:28 AM



People. Whatjamaican?
In response to Ghost of ET
Ghost of ET wrote:
Make it ripple.

Sorry, didn't see your comment, not sure what you mean by ripple
In response to Bravo1
Bravo1 wrote:
Ghost of ET wrote:
Make it ripple.

Sorry, didn't see your comment, not sure what you mean by ripple

In response to Kozuma3
Kozuma3 wrote:
Bravo1 wrote:
Ghost of ET wrote:
Make it ripple.

Sorry, didn't see your comment, not sure what you mean by ripple


-_-

Perhaps I shouldn't try thinking too hard immediately after waking up.
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