In response to Rushnut
Rushnut wrote:
Smooth lazy eye! Woo


Share plx.
In response to Kumorii
Kumorii wrote:
Rushnut wrote:
Smooth lazy eye! Woo


Share plx.

client
var
tmp
camera
camera

New()
..()
camera = new(src)

camera
var
tmp
client
client
obj
camera
camera
maxDist = 5
lag = 0.1
style = CAMERA_SMOOTH

New(var/client/_client)
client = _client
generate()

proc
generate()
var/obj/camera/sCamera = gamePool.poolRetrieve(/obj/camera,"/obj")
sCamera.loc = client.mob.loc
client.eye = sCamera
sCamera.camera = src
camera = sCamera
addUpdater("delay0",camera)

obj
camera
step_size = 1
bound_width = 1
bound_height = 1

var
tmp
camera
camera

update()
if(!camera.client.mob)
removeUpdater("delay0",camera)
gamePool.poolPlace(src,"/obj")
return
if(get_dist(src,camera.client.mob) >= 4 || z != camera.client.mob.z)Teleport(camera.client.mob.loc)
switch(camera.style)
if(CAMERA_INSTANT)
step(src,get_dir(src,camera.client.mob))
if(CAMERA_SMOOTH)
var/dx = (camera.client.mob.x - x) * world.icon_size + (camera.client.mob.step_x - step_x) + (camera.client.mob.bound_width - bound_width ) / 2
var/dy = (camera.client.mob.y - y) * world.icon_size + (camera.client.mob.step_y - step_y) + (camera.client.mob.bound_height - bound_height) / 2
if(dx||dy)
Move(loc,dir,step_x+dx*camera.lag,step_y+dy*camera.lag)


Little rough around the edges, still isn't finished, CAMERA_INSTANT doesn't properly work yet, and uses a few other libs of mine that you can just remove like Object Pools and Regions. But for just smooth lazy eye it's fine.

E- Oh it also constantly calls Move() since kaiochao's my math is a little off. Good prototype though.

E- I should also really move the logic under the camera type.

E- Also it uses unreleased Update Loop library. Just put update() into a while(src) loop.

--> [Compressed]

Messing with mutable windows. You can drag the chat window around and resize it however you want. Feel free to criticize! I basically came up with the UI very quickly as a concept, but I think it's grown on me a bit.



In response to Doohl
In your gif when you click a tab that tab moves to the far left tab.

You should tots put in your system tab the ability for players to toggle whether it moves to the far left or stay where it is <3.
In response to Doohl
Just a personal note, I'm not a huge fan of the tabs moving when they're clicked. I think it creates too much shuffling where it'll be just annoying enough to have to hunt for the tab you want for an extra second.

Not exactly the biggest deal in the world, but it could make the UI like 10% better. Haha.
In response to Doohl
Window with full opacity, output with full opacty, draw a box over the window at runtime and scale it with <something> alpha, hide the titlebar, add some buttons.

Right? Pretty cool but, GOOD LUCK WITH ANIMATED FONT, SCRUB

EUHEUHEE SCREEN OBJECT TEXT FOR THE WIN
In response to Rushnut
Rushnut wrote:
Window with full opacity, output with full opacty, draw a box over the window at runtime and scale it with <something> alpha, hide the titlebar, add some buttons.

Right? Pretty cool but, GOOD LUCK WITH ANIMATED FONT, SCRUB

EUHEUHEE SCREEN OBJECT TEXT FOR THE WIN

Fairly certain he's using javascript, so he should be able to pull off animated text.
In response to Ishuri
Ishuri wrote:
Rushnut wrote:
Window with full opacity, output with full opacty, draw a box over the window at runtime and scale it with <something> alpha, hide the titlebar, add some buttons.

Right? Pretty cool but, GOOD LUCK WITH ANIMATED FONT, SCRUB

EUHEUHEE SCREEN OBJECT TEXT FOR THE WIN

Fairly certain he's using javascript, so he should be able to pull off animated text.

^
Who uses animated fonts anyway?
In response to Ishuri
Literally a traitor. I thought you were my home-boy, Ishuri, instead you 'notha pretenda.


On-topic!

Working on my AI, trying to add lots of different styles, just thought of a new one to add actually - WANDER_TRACK, anyway, any more suggestions on movement styles or the suchlike? I guess WANDER_DRUNK?

/*AI*/
//alignment
#define AGGRESSIVE 1
#define PASSIVE_AGGRESSIVE 2
#define PASSIVE 3
//movement styles
#define WANDER_PURPOSE 1
#define WANDER 2
#define WANDER_TRACK 3
#define RETURN 4
#define RUN 5
#define ATTACK 6
#define HALT 7
#define EVADE 8
In response to Rushnut
Rather than having the AI come in three flavors, why not have vars that impact personality traits? The values can come with some variation.
In response to Lummox JR
Lummox JR wrote:
Rather than having the AI come in three flavors, why not have vars that impact personality traits? The values can come with some variation.

So, something like a mood var, which basically dictates if you're in the three flavors, and have in-world things affect the mob's mood?
In response to Doohl
Doohl wrote:

--> [Compressed]

Messing with mutable windows. You can drag the chat window around and resize it however you want. Feel free to criticize! I basically came up with the UI very quickly as a concept, but I think it's grown on me a bit.




i love this progress! Doohl when are you going to let me play this and fight you and some cabbages! its about TIME ;D, give me a shiny helmet, some cabbage and a sword and im ready to go!
In response to Rushnut
Rushnut wrote:
Lummox JR wrote:
Rather than having the AI come in three flavors, why not have vars that impact personality traits? The values can come with some variation.

So, something like a mood var, which basically dictates if you're in the three flavors, and have in-world things affect the mob's mood?

I'm thinking more like vars that impact how your mood may change, and a series of vars representing the overall emotional state.
In response to Lummox JR
I've studied this and worked off and on on something like this for a while, where NPC's naturally evolve to know who you are and form more complex opinions than "love" or "hate".

I've tried basing it on something like the Plutchik Emotion Wheel but never really got too far for lack of trying.

Oooh, I'll be making use of this wheel once I begin working on advanced ai. I want my world to feel alive.
That has inspired me so much.
I've always wanted to do a sandbox-style RPG where your character goes through the world influencing its inhabitants, using this emotional method where NPC's react to everything you do as you naturally gain notoriety (or infamy).

I always felt like setting up the world would be the best starting play. I had the idea that the world would continue to move on and naturally evolve, with or without player interaction. It's something ridiculously ambitious, but would be fun if done correctly, especially for the roleplaying audience.

My only hang up would be figuring out how to manage the logistics of that and how big of a world I could make before it just became too resource intensive to run properly. It would be most optimally single-player, of course.
Aaiko in the Skype chat told me to make a high quality polished shooter game. As a result, I spent an hour on what may be the most important part of any game: mouse interaction detection stuff with a super fancy dynamic cursor.
Working on a scripting language.

The code below is compiled down to
var({1},key) var({2},$1) print({3}) :({4}) sleep($1) print({5})  add({6},$1) if({7},{8},$7,{9}) goto({10}) :({11}) return({12})

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