Dec 9 2015, 12:43 pm
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Double post and tiny gif because I'm feeling naughty.
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In response to Ghost of ET
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Ghost of ET wrote:
Also Holy shite Not the same game but, incredibly similar. - http://www.byond.com/forum/?post=1978541 |
In response to Bravo1
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Bravo1 wrote:
You could try making one of the poles either get taller when they go to the back or smaller, it'll help add a bit of depth to it I think. It depends on the perspective you're going for. |
In response to Exentriks Gaming
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I was going to make them shrink/grow, but I was concerned about how it would be interpolated with all that's going on.
I'll mess with it some more though, can't hurt to try and might look way better. Edit: I tried it out but it ended up looking really funky. I don't think the area is really big enough that the effect would be visible anyway. |
page me if you'd like to try what little i have of my game and give me back feedback.
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In response to Exentriks Gaming
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Exentriks Gaming wrote:
Bravo1 wrote: I was literally going to suggest this, do this, this would be so dope |
In response to Bravo1
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Another thing you could do is animate the color of the poles so that they're darker as they move into the background, and brighter as they move into the foreground.
Unfortunately though these would need the same keyframe times as the shrinking and growing effect would, so it might be awkward to try to pull this off. |
In response to D4RK3 54B3R
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Can't he do both within the same animate() call? That's a good idea also.
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In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
Unfortunately though these would need the same keyframe times as the shrinking and growing effect would, so it might be awkward to try to pull this off. Just pregenerate them. You can do both the shrinking and the recoloring on-the-fly with built-in operations, but at runtime it's fairly slow (or at least it used to be). Just generate them ahead of time once and use the generated versions. |
In response to Popisfizzy
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Shrinking and recoloring on the fly at runtime now is actually incredibly fast. There's a mediocre animation system in place where you can set the values of different graphical parameters (such as color matrix elements or transformation matrix) of an atom to be interpolated between specified times according to your specified easing function. So you can essentially define animation keyframes for atoms.
But the problem is BYOND doesn't do well with different parameters being interpolated with different easing functions on different keyframe times. Right now BYOND is only good at changing/interpolating graphical parameters if everything shares the same keyframe times and same easing functions. |
In response to Popisfizzy
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I'd do it if I knew how... ;_;
Let me be frank: I'm not very good with BYOND, I'm just very dedicated. Most of the stuff I make takes me hours longer to make than what most might think it takes. So there's that. |
In response to Bravo1
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There's some way to write icon files, though things have probably changed now. I can't recall how exactly, but I did it in this library that I just unhid. If you want to look through the code there, it would show how to write icon files.
[Edit] Testing out the library, it still works, so things must not have changed significantly. |
I modified the save effects a bit. Fixed their scaling so they're not always pretty much the same height/width, and also made them fan out more across the middle. @popisfizzy Thanks! I'll take a look into it. I'm kind of content with the save animation at the moment, but I'll play around with it a bit more just in case. |
Yut Put wrote:
as far as gameppay goes depending on how often saving happens it might help to speed up that animation Simple solution. Make that the repair area. Have the game save everytime you enter a room. |
I say the start up of the spinning needs to be faster. The player is going to want to be in and out of the save/load point. I would assume this is where the player would respawn when they die, so repairing and saving may be a good idea.
Saving in every room is pointless. |
In response to Bravo1
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It's not too hard. Message me on skype and I'll help out :)
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@D4RK3 Sure, I'll have to jump on tonight though, so maybe 12+ hours from now?
@Yut Exactly. On top of that what happens if you enter a particularly challenging room with low hp? Get killed and respawn over and over like a bad checkpoint in Halo. |
Cut down the time of the animation and I also allow the player to leave early. You can also leave the platform before the spinning gets up to full speed, which will cancel the save process. I estimate it's about 5-6 seconds for the total animation to play out, down from the 8+ seconds of the original animation. |
In response to Bravo1
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Hrm. I agree with the timing going down from 8 seconds to about 6, that seems fair, but allowing movement to cancel is not the best way to go about it. You know when you played Pokemon Red, whenever you'd go into a Pokemon center you'd talk to the lady and then spam A whilst holding Down and pray you don't accidentally start a new convo?
Same thing here, the time taken to save is relatively arbitrary, the player doesn't want to be standing around, they'll want to start moving as soon as possible. Making it so that you force cancel of the save via moving means people have to wait until they're 100% sure it's finished. It'd be better to have some other mechanic (Maybe jump!) cancel, and allow people to hold their keys in preparation for movement. |