A value
In response to Somepotato
Oh hell no!

I've always wanted to make a nice singleplayer game for once and let me tell you: It is so much easier to work with.

You never have to worry about what other players will see, or how one thing affects two different players, or player interactions etc.

When the player starts the game, the login procedure sets a global variable to match the player's mob.

From there I can read the players variables or have that mob call procedures at any time without ever having to reference it again.

It's just so much nicer. Bugfixing is a dream. Found a bug? Oh, there it is. Fixed. Continue with my life.
In response to Somepotato
Somepotato wrote:
Bravo1, all I can say is I hope you don't allow multiplayer :v
All of these effects would just destroy the network.

iirc, animate() renders graphical effects client side and in my experience with Skirmish the game runs smoother online than local.

I agree that he shouldn't add multiplayer, though. At least not yet.
In response to Kumorii
This is just a fact of how the client/server model works. If you run a game with client sided operations and you're the server, you're doing both the work of the server AND the client in one instance. If you run the game through Dream Daemon, and join through Dream Seeker (Even single player), it should split the load between threads.

Don't quote me on that, not sure how DM does the do, but the game I'm creating abuses animate() quite extensively, and if I run the game through Dream Seeker I can easily push 50% cpu, if I seperate them it rarely exceeds 10%, on both sides.

Obviously still needs a bunch of optimization (I can see MANY places where I can tune up my system).
In response to Bravo1
Loving that, just needs some great big Game Over text and you'll be heading toward something almost as gruesome as Donkey Kong Country 1 surprisingly was with its game over.

Now maybe just maybe I can finally produce a couple decent gifs of my own tonight... Maybe. No promises. It's so hard to find time for DM with adult responsibilities. Darn adulthood.
In response to Bravo1
Bravo1 wrote:
Oh hell no!

I've always wanted to make a nice singleplayer game for once and let me tell you: It is so much easier to work with.

You never have to worry about what other players will see, or how one thing affects two different players, or player interactions etc.

When the player starts the game, the login procedure sets a global variable to match the player's mob.

From there I can read the players variables or have that mob call procedures at any time without ever having to reference it again.

It's just so much nicer. Bugfixing is a dream. Found a bug? Oh, there it is. Fixed. Continue with my life.


Just destroyed peoples hopes and dreams that they can play this game like super mario maker.
In response to Bl4ck Adam
Bl4ck Adam wrote:
Should health bars display the amount as a percentage or the actual value?

Also, any input on how often poison damage should tick? I feel like the numbers may be displaying too much. (Maybe I'll switch to a damage counter for DoTs like league)



Have it so the player can see both or one of the other in the systems menu,=.
What's a mage without blink!

Cooldown nerf pending.

In response to Rushnut
Rushnut wrote:
This is just a fact of how the client/server model works. If you run a game with client sided operations and you're the server, you're doing both the work of the server AND the client in one instance. If you run the game through Dream Daemon, and join through Dream Seeker (Even single player), it should split the load between threads.

Don't quote me on that, not sure how DM does the do, but the game I'm creating abuses animate() quite extensively, and if I run the game through Dream Seeker I can easily push 50% cpu, if I seperate them it rarely exceeds 10%, on both sides.

Obviously still needs a bunch of optimization (I can see MANY places where I can tune up my system).

no you're basically right.
all of the effects, movement, etc is all against what byond is meant for and thus the client(the very little it does) can't reliably predict it.
In response to Bravo1
would be cool if you added a small smoke/dust cloud or something when you jump up high or at least when you land
In response to Zagros5000
Did someone say particles? Did someone say dust particles?

Bravo, hit me up, I got chu. I'm all about the sin/cos lyfe now.
In response to Rushnut
haha ur effects r kewl too


oboi it's so cute
In response to Bravo1
It's like a bunny-slug.


The Wizard is officialy a semi-finished class! I plan to add ultimate abilities, and I haven't set up stats yet, and the balance is all whacked, but Wizard has a basic attack and three abilities. Next up is Priest!
In response to Popisfizzy
Popisfizzy wrote:
It's like a bunny-slug.

https://www.youtube.com/watch?v=4F4qzPbcFiA
In response to Rushnut
<---- doesnt know whats going on.
In response to Ghost of ET
Bunny Traps... uh.... I'm just gonna leave that alone for now.



Saving and loading now works. No menus just yet.

Here's an early look at the save room.
In response to Bravo1
This is nice but I think the swirling tubes would be better if they were a single color or had that gradient effect going on. Right now they just look off.
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